Captain Ghost XI (Jim Murazik) is a Perceptive Master Athlete who Looks For Trouble in a Superhero world -------------------------------------------------------------------------------- Might: ______ Pool: 16 Edge: 2 Defense: Practiced Speed: ______ Pool: 17 Edge: 2 Defense: Trained Intellect: ______ Pool: 21 Edge: 0 Defense: Practiced Initiative: Practiced Effort: 4 Armor: 0 Experience Points: 0 Recovery Roll: 1d6+4 Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours Damage Track: Hale > Impaired > Debilitated 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. 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. Fists of fury You inflict 2 additional points of damage with unarmed attacks. Enabler. Greater enhanced potential You gain 6 points to divide among your stat Pools however you wish. Enabler. 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. 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. Quick recovery Your second recovery roll (usually requiring ten minutes) is only a single action. 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. Runner Your standard movement increases from short to long. Enabler. 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. 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. Skills ------ Knock out (Pool:Might, Cost:5+) 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. Run and fight (Pool:Might, Cost:4) You can move a short distance and make a melee attack that inflicts 2 additional points of damage. Action. 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. Hand to eye (Pool:Speed, Cost:2) 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. Obstacle running (Pool:Speed, Cost:3, Trained) 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. Physical skills (Trained) 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. Skill with defense (Trained) 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. Straightforward (Trained) You are trained in one of the following tasks (choose one): breaking things, climbing, jumping, or running. Enabler. Trained without armor (Trained) You are trained in Speed defense tasks when not wearing armor. Enabler. Wound tender (Trained) You are trained in healing. Enabler. You have an eye for detail (Trained) You are trained in any task that involves finding or noticing small details. You know a little about everything (Trained) You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia. Your skill at making deductions can be imposing (Trained) You are trained in any task that involves intimidating another creature. Light weapons (Practiced) Light Weapons Medium weapons (Practiced) Medium Weapons Heavy weapons (Inability) Heavy Weapons Your confidence comes off as arrogance to people who don't know you (Inability) Any task involving positive social interactions 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 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 Equipment --------- Money: 0 - 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. Improvements ------------ Tier: 4 [ ] Increase Capabilities [ ] Move Toward Perfections [ ] Extra Effort [ ] Skill Training Background ---------- 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. Background Connection --------------------- You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. The case still has some notoriety. Focus Connection ---------------- 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. 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. 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. https://app.lostcompanypress.com/account/cypher/characters/jlXdVj Last Updated: March 22nd, 2024 22:00 App Version: 1.02.12