Captain Ghost XI (Jim Murazik) is a Tier 4 Perceptive Master Athlete who Looks For Trouble in a Superhero world
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0
16
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2
17
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21
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21
0
1d6+4
+1 Effort per level
Ignore minor and major effect results on rolls
Combat roll of 17-20 deal only +1 damage
Can move only an immediate distance
Cannot move because Speed Pool is 0
Special Abilities
Controlled Fall
When you fall while you are able to use actions and within reach of a vertical surface, you can attempt to slow your fall. Make a Speed roll with a difficulty of 1 for every 20 feet (6 m) you fall. On a success, you take half damage from the fall. If you reduce the difficulty to 0, you take no damage. Enabler. Granted from Master Athlete
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. Granted from Master Athlete
Fists Of Fury
You inflict 2 additional points of damage with unarmed attacks. Enabler. Granted from Looks For Trouble
Greater Enhanced Potential
You gain 6 points to divide among your stat Pools however you wish. Enabler. Granted from Looks For Trouble
No Need For Weapons
When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler. Granted from Master Athlete
Protector
You designate a single character to be your charge. You can change this freely every round, but you can have only one charge at a time. As long as that charge is within immediate range, they gain an asset for Speed defense tasks because you have their back. Enabler. Granted from Looks For Trouble
Quick Recovery
Your second recovery roll (usually requiring ten minutes) is only a single action. Enabler. Granted from Master Athlete
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. Granted from Master Athlete
Runner
Your standard movement increases from short to long. Enabler. Granted from Master Athlete
Stone Breaker
Your attacks against objects inflict 4 additional points of damage when you use a melee weapon that you wield in two hands. Enabler. Granted from Master Athlete
Subtle Steps
When you move no more than a short distance, you can move without making a sound, regardless of the surface you move across. Enabler. Granted from Master Athlete
Knock Out
You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of Effort used, you can affect one higher level of foe, or you can extend the duration for an additional minute. Action. Costs 5+ Might.
Run And Fight
You can move a short distance and make a melee attack that inflicts 2 additional points of damage. Action. Costs 4 Might.
Surging Confidence
When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler. Costs 1 Might.
Hand To Eye
This ability provides an asset to any tasks involving manual dexterity, such as pickpocketing, lockpicking, games involving agility, and so on. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate. Costs 2 Speed.
Obstacle Running
For the next minute, you can ignore obstacles that slow your movement, allowing you to travel at normal speed through areas with rubble, fences, tables, and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall, or even stepping on a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler. Costs 3 Speed. Trained.
Physical Skills
You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. Trained.
Skill With Defense
Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Enabler. Trained.
Straightforward
You are trained in one of the following tasks (choose one): breaking things, climbing, jumping, or running. Enabler. Trained.
Trained Without Armor
You are trained in Speed defense tasks when not wearing armor. Enabler. Trained.
Wound Tender
You are trained in healing. Enabler. Trained.
You Have An Eye For Detail
You are trained in any task that involves finding or noticing small details. Trained.
You Know A Little About Everything
You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia. Trained.
Your Skill At Making Deductions Can Be Imposing
You are trained in any task that involves intimidating another creature. Trained.
Light Weapons
Light Weapons Practiced.
Medium Weapons
Medium Weapons Practiced.
Heavy Weapons
Heavy Weapons Inability.
Your Confidence Comes Off As Arrogance To People Who Don't Know You
Any task involving positive social interactions is hindered. Inability.
Dmg Skill Pool Type
Punch
2 P M L
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab.

Attacks are eased by 1 for Light weapons
Medium Weapon
4 P M M
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A medium weapon of your choice. Granted from Starting Equipment.
Cyphers
Efficacy Boost Level: 4
This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if the cypher is level 5 or higher). Power Boost
Tenacious Defense Level: 10
Your grit, determination, and tenacity favor you, causing you to take less harm. You gain +1 Armor for one hour. If the cypher level is 7 or higher, you gain +2 Armor instead. If the cypher level is 10, you gain +3 Armor instead. Subtle
Limit 2
Equipment
You have a bag of light tools. Granted from Perceptive.
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 0
Money
0
A Master Athlete is also known as a Explorer

Master Athlete
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.

Perceptive
You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

Looks For Trouble
You're a scrapper and love a good fight.

Choose how you became involved in the adventure:
- You overheard the other PCs discussing their mission and volunteered your services.
- One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.
- You believe that the PCs' mission is somehow related to one of your investigations.
- A third party recruited you to follow the PCs and see what they were up to.


Powers gained from found a device.

You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. The case still has some notoriety.
Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.
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.

Smart
+2 to your Intellect Pool.
Granted from Perceptive

Possible GM intrusion from your focus:
Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Owner Character Sheet
Public Character Sheet