Vrottiel Dorval is a Doomed Evolved who Moves Like A Cat in a Post Apocalyptic world -------------------------------------------------------------------------------- Might: ______ Pool: 13 Edge: 0 Defense: Practiced Speed: ______ Pool: 24 Edge: 0 Defense: Trained Intellect: ______ Pool: 19 Edge: 3 Defense: Practiced Initiative: Practiced Effort: 3 Armor: 1 Experience Points: 0 Recovery Roll: 1d6+3 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Adaptation Thanks to a latent mutation, a device implanted in your spine, a ritual performed with dragon's blood, or some other gift, you now remain at a comfortable temperature; never need to worry about dangerous radiation, diseases, or gases; and can always breathe in any environment (even the vacuum of space). Enabler. Adroit cypher use You can bear four cyphers at a time. Enabler. Doom Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best. Greater enhanced speed You gain 6 points to your Speed Pool. Enabler. Safe fall You reduce the damage from a fall by 5 points. Enabler. Ward You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. Skills ------ Cutting light (Pool:Intellect, Cost:2) You emit a thin beam of energized light from your hand. This inflicts 5 points of damage to a single foe in immediate range. The beam is even more effective against immobile, nonliving targets, slicing up to 1 foot (30 cm) of any material that is level 6 or lower. The material can be up to 1 foot thick. Action. Distortion (Pool:Intellect, Cost:2) You modify how a willing creature within short range reflects light for one minute. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate. Force field barrier (Pool:Intellect, Cost:3+) You create an opaque, stationary barrier of solid energy (a force field) within immediate range. The barrier is 10 feet by 10 feet (3 m by 3 m) and of negligible thickness. It is a level 2 barrier and lasts for ten minutes. It can be placed anywhere it fits, whether against a solid object (including the ground) or floating in the air. Each level of Effort you apply strengthens the barrier by one level. For example, applying two levels of Effort creates a level 4 barrier. Action. Onslaught (Pool:Intellect, Cost:1) You attack a foe using energies that assail either their physical form or their mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots) might be immune to your mindslice. Action. Resonance field (Pool:Intellect, Cost:1) Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate. Shatter (Pool:Intellect, Cost:2+) You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. Always on the lookout for danger, you are trained in perception-related tasks (Trained) Balance (Trained) You are trained in balancing. Enabler. Cynical and expect the worst (Trained) Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity. Defense minded, so you are trained in speed defense tasks (Trained) Movement skills (Trained) You are trained in climbing and jumping. Enabler. Light weapons (Practiced) Light Weapons Heavy weapons (Inability) Heavy Weapons Medium weapons (Inability) Medium Weapons Attacks ------- Punch Cost:Free Stat:Might Damage:2 Type:Light Skill:Practiced Distance:Immediate A right jab. Attacks are eased by 1 for Light weapons Cyphers ------- Limit: 5 Cypher Amplification (Level: 4) You can use this cypher to maximize the level of a manifest cypher in your possession or that of an all (for example, a cypher with a level of 1d6 + 2 would become level 8). If this cypher's level is 5 or higher, you can maximize the level of two cyphers instead. In the form of a battery, booster, or rune—or for a subtle cypher, an enchantment. Subtle, Manifest, Fantastic Mental Fortress (Level: 2) For one hour, you gain +1 to your Intellect Edge, and you gain +2 Armor against mental attacks. Subtle Taunting Words (Level: 6) You call out a particularly cutting insult to a creature. The creature must be able to understand at least one language, but not necessarily the one you are speaking. The creature takes Intellect damage equal to the cypher level (which can't reduce a creature to 0 health), and its attacks against anyone other than you are hindered until it hits you with an attack. Subtle Equipment --------- Money: 0 - Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice. Granted from Starting Equipment. Improvements ------------ Tier: 3 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- A Evolved is also known as a Adept Evolved You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities. (“Magic” here is a term used very loosely. It's a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.) Doomed You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you. Moves Like A Cat Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is. Choose how you became involved in the adventure: - You attempted to avoid it, but events seemed to conspire to draw you to where you are. - Why not? It doesn't matter. You're doomed no matter what you do. - One of the other PCs saved your life, and now you're repaying that obligation by helping them with the task at hand. - You suspect that the only hope you have of avoiding your fate might lie on this path. Background Connection --------------------- You trained for a time with a group of influential Evolveds, and they still look upon you with fondness. Focus Connection ---------------- Pick one other PC. You recently had a possession go missing, and you're becoming convinced that they took it. Whether or not they did is up to them. Notes ----- Possible player intrusions based on your character type: Advantageous Malfunction A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds. Convenient Idea A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you're facing. Inexplicably Unbroken An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact. Jumpy +2 to your Speed Pool. Granted from Doomed Possible GM intrusion from your focus: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm's way. https://app.lostcompanypress.com/account/cypher/characters/vlXQLv Last Updated: March 10th, 2024 22:00 App Version: 1.02.12