Darval Lakernal is a Tier 3 Tongue Tied Psychic who Runs Away in a Modern Supernatural world

3
3
0
13
13
1
26
26
1
16
16
1
1d6+3
Special Abilities
Adroit Cypher Use
You can bear four cyphers at a time. Enabler. Granted from Psychic
Enhanced Speed
You gain 3 points to your Speed Pool. Enabler. Granted from Runs Away
Greater Enhanced Speed
You gain 6 points to your Speed Pool. Enabler. Granted from Runs Away
Pool Cost T S I
Countermeasures
I 4
Erase Memories
I 3
Go Defensive
I 1
Push
I 2
Resonance Field
I 1
Reveal
I 2+
Magic Training
T
Quick To Flee
T
Trained In Initiative (Unless It's A Social Situation)
T
Trained In Perception
T
Light Weapons
All Tasks Involving Verbal Communication Or Relaying Information Are Hindered
X
All Tasks Relating To Social Interaction Are Hindered
X
Heavy Weapons
X
Medium Weapons
X
Dmg Skill Pool Type
Punch
2 P M L
Cyphers
Multitask Level: 2
For ten minutes, you can act as if you have a free hand even if you don't, and you can take an additional non-combat action on your turn—for example, hacking a computer while participating in a gunfight. Subtle
Repel Level: 6
One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five rounds to move away quickly. Subtle
Serendipity Level: 4
You reveal a single, but useful mundane item no larger than 2 feet (61 cm), such as a knife or a bundle of rope. The item cannot be unique (such as a one of a kind key, or specific person's diary). Subtle
Limit 5
Equipment
Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice. Granted from Starting Equipment.
Armor 0
Money
0
A Psychic is also known as a Adept

Psychic
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.)

Tongue Tied
You've never been much of a talker. When forced to interact with others, you never think of the right thing to say-words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead-a careful observer. It also means that you're better at doing things than talking about them. You're quick to take action.

Runs Away
Your first instinct is to run from danger, and you've gotten very good at it.

Choose how you became involved in the adventure:
- You just tagged along and no one told you to leave.
- You saw something important the other PCs did not and (with some effort) managed to relate it to them.
- You intervened to save one of the other PCs when they were in danger.
- One of the other PCs recruited you for your talents.


You trained for a time with a group of influential Psychics, and they still look upon you with fondness.
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.
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.

Actions, Not Words
+2 to your Might Pool, and +2 to your Speed Pool.
Granted from Tongue Tied

Possible GM intrusion from your focus:
Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Unexpected Betrayal
available from Speaker
(Social)
Within a round or two of successfully using Enthrall, Fast Talk, or a similar ability on a target within short range, the first attack you make on that target is eased by two steps. Once you use Unexpected Betrayal on a target, using your abilities or attempting simple persuasion on that target is permanently hindered by two steps. Enabler. page 195 of Cypher System Rulebook