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.
Player Intrusions (1XP Each)
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.
Base Stat Pools
- Might - 7 (+4 from free points)
- Speed - 9
- Intellect - 12 (+2 from free points)
First Tier Adept
Effort - 1
Genius - Intellect Edge of 1, Might Edge of 0, Speed Edge of 0
Starting Equipment - Appropriate clothing, two expensive items, two moderately priced items, and four inexpensive items
Weapons - Trained with light weapons. Inability with medium and heavy weapons.
Special Abilities
Hedge Magic - (1 Intellect) 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.
Magic Training - You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties. Enabler.
Resonance Field - (1 Intellect) 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.
Shatter - (2+ Intellect) You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
Second Tier Adept
Cutting Light (2 Intellect) You emit a thin beam of energized light from your hand. This inflicts 5 points of damage to a single foe in immediate range. The beam is even more effective against immobile, nonliving targets, slicing up to 1 foot (30 cm) of any material that is level 6 or lower. The material can be up to 1 foot thick. Action.