Tier: 1
Pools (6 Points)
· Might: 9 = 7 Adept + 2 creation points
o Edge: 0
· Speed: 11 = 9 Adept + 0 creation Points + 2 Stealthy
o Edge: 0
· Intellect: 14 = 12 Adept + 4 Creation Points
o Edge: 1
Cyphers: 3
· Do I start with any?
Weapons:
· Light weapons: no penalty
· Medium Weapons inability
o Attacks are hindered
Stealthy (descriptor abilities, p. 85)
· Skill: You're trained in all stealth tasks.
· Skill: You're trained in all interactions involving lies or trickery.
· Skill: You're trained in all special abilities involving illusions or trickery.
· Inability: You're sneaky but not fast. The difficulty of all movement-related tasks is one step higher for you.
Adept of Stealth (type abilities, p. 29, 51) (choose 4)
· Magic Training: You are trained in the basics of magic and can attempt to understand and identify its properties (including the operation of magic artifacts and cyphers).
· Onslaught: You attack a foe within short range using energies that assail either his physical form or his mind. In either case, you must be able to see your target.
o If the attack is physical, you emit a force blast: a ray of force that inflicts 4 points of damage.
o If the attack is mental, you focus your mental energy into a mindslice that disrupts the creature's thought processes, inflicting 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots or zombies) might be immune to a mindslice.
o Action required to use.
· Slot one
o Ward: You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.
o Scan (2 Intellect points): You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level. You also learn whatever facts the GM feels are pertiundersent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and plastic. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn’t tell you what the information means. Thus, in the first example, you don’t know what the metal and plastic device does. In the second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.
o Resonance Field (1 Intellect point): 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.
· Hedge Magic: (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use Hedge Magic to harm another creature or object. Action.
Crafts Illusions (focus abilities, p. 114)
· Minor Illusion..: You create a single image of a creature or object within immediate range. The image must fit within a 10-foot (3 m) cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can't leave the area defined by the cube. The illusion includes sound but not smell. It lasts for 10 minutes, but if you want to change the original illusion significantly - such as making a creature appear to be wounded - you must concentrate on it again (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the illusion vanishes. Action to create; action to modify.
o Minor Effect (natural roll of 19): Your illusion has a special quality to it - perhaps an observer sees an image of something from his past.
o Major Effect (natural roll of 20): The illusion lasts for one hour, or if it already lasts that long, it lasts for 24 hours.
Equipment (p. 253)
· From Adept
o Appropriate clothing.
o 2 Expensive Items
o 2 moderate items (throwing knives)
o 4 inexpensive items