Dr. Reagan Murazik is a Hardy Detective who Solves Mysteries with a Stealth Flavor in a Modern world -------------------------------------------------------------------------------- Might: ______ Pool: 16 Edge: 1 Defense: Trained Speed: ______ Pool: 14 Edge: 0 Defense: Trained Intellect: ______ Pool: 12 Edge: 1 Defense: Practiced Initiative: Inability Effort: 2 Armor: 1 Experience Points: 0 Recovery Roll: 1d6+4 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated Special Abilities ----------------- Almost unstoppable While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0. Curious You're always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt navigation, perception, or initiative tasks in an area that you've only rarely or never visited before, you can apply an additional free level of Effort. Enabler. Fast healer You halve the time it takes to make a recovery roll (minimum one action). Investigator To really shine as an investigator, you must engage your mind and body in your deductions. You can spend points from your Might Pool, Speed Pool, or Intellect Pool to apply levels of Effort to any Intellect-based task. Enabler. Opportunist You have an asset on any attack roll you make against a creature that has already been attacked at some point during the round and is within immediate range. Enabler. Ponderous When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool. Practiced in armor You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler. Range increase Ranges for you increase by one step. Immediate becomes short, short becomes long, long becomes very long, and very long becomes 1,000 feet (300 m). Enabler. Sense ambush You are never surprised by an attack. Enabler. Skills ------ Eye for detail (Pool:Intellect, Cost:2) When you spend five minutes or so thoroughly exploring an area no larger than a short distance in diameter, you can ask the GM one question about the area. The GM must answer you truthfully. You cannot use this more than one time per area per 24 hours. Action to initiate, five minutes to complete. Surging confidence (Pool:Might, Cost:1) When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler. Danger sense (Pool:Speed, Cost:1) Your initiative task is eased. You pay the cost each time the ability is used. Enabler. Out of harm's way (Trained) No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive is more than half the battle. You are trained in Speed defense tasks. Enabler. Sleuth (Trained) Finding the clues is the first step in solving a mystery. You are trained in perception. Enabler. Trained in might defense actions (Trained) Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Heavy weapons (Inability) Heavy Weapons Your big, strong body is slow to react (Inability) Any task involving initiative is hindered. 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 Medium Weapon Cost:Free Stat:Might Damage:4 Type:Medium Skill:Practiced Distance:Immediate A medium weapon of your choice. Granted from Starting Equipment. Cyphers ------- Limit: 2 Flagrant Provocation (Level: 6) You mock or anger a creature, who then focuses its attention on you. For the next minute, the creature is hostile to you if it wasn't already, and attacks only you. Even a previously friendly creature will attack until you are debilitated, though they probably won't kill you. To observers, it may appear that they attacked you unprovoked (the GM can require an additional deception task for this effect). Subtle Inspirit Ally (Level: 2) Choose an ally who can see or hear you. You cheer, encourage, inspire, or approvingly acknowledge them in your own unique way. One task they attempt before the start of your next turn is eased by two steps. Subtle Equipment --------- Money: 0 - Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. - Armor of your choice. Granted from Practiced In Armor. Improvements ------------ Tier: 2 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- A Detective is also known as a Explorer Detective You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable. Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life. Hardy Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue. As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride. Solves Mysteries You're a master of deduction, using evidence to find the answer. Choose how you became involved in the adventure: - The PCs recruited you after learning about your reputation as a survivor. - You joined the PCs because you want or need the money. - The PCs offered you a challenge equal to your physical power. - You believe the only way the PCs will succeed is if you are along to protect them. Background Connection --------------------- When you were young, you were addicted to narcotics, and now you are a recovering addict. Focus Connection ---------------- Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion. Notes ----- Possible player intrusions based on your character type: Fortuitous Malfunction A trap or a dangerous device malfunctions before it can affect you. Serendipitous Landmark Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point. Weak Strain The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise. Mighty +4 to your Might Pool. Granted from Hardy Possible GM intrusion from your focus: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty. https://app.lostcompanypress.com/account/cypher/characters/egDylj Last Updated: February 19th, 2024 22:00 App Version: 1.02.12