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Allar

Steve
 

Allar
A Doomed Glaive who Possesses a Shard of the Sun
Level 1 Effort 1
XP 0 Cypher limit 2
Stat Current Pool Max Pool Edge
Might 8 14 1
Speed 10 (-1) 12 1
Intellect 9 10 0

Minor effect suggestion
A flash of light leaves the creature dazzled. The difficulty of defense actions to resist the creature's attacks decreases by one step
Major effect suggestion
An intense flash of light leaves the creature blinded for one minute.
GM Intrusion
Sudden bright light can leave others dazzled or even blinded when you don't intend them to be.

Skills
Balancing Decreases the difficulty of balancing based tasks by one step
Perception You are specialized in perception-related tasks. The difficulty is two steps lower.
Speed Defense Speed defense dicficulties are one level lower
Mental Defense You are trained in Intellect defense tasks having to do with losing your sanity.
Fighting Moves
No need for weapons When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon (4 damage) instead of a light weapon.
Quick Draw (2 Speed points) You use an action to make an attack with a thrown light weapon. You then draw another light weapon and make another thrown attack against the same target or a different one.
Practiced in Armor You reduce the speed and might penalty for wearing armour by two
Other abilities
Doomed Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.
Weapon practice You are practiced in all weapons
Illuminating Touch (1 Intellect point) You touch an object, and that object sheds light to illuminate everything in short range. The light remains until you use an action to touch the object again. Action.
Weapons and armour
Sun shards 2 points of damage. Attack rolls are one level easier. Can be thrown up to short range.
Medium Armor 2 Point of Armor. Costs two point of might per hour two wear, and reduces the speed pool by 3
Cyphers
Sleep Inducer (Level 4) A spray that puts the victim to sleep for ten minutes or until awoken by a violent action or an extremely loud noise.
Reality Spike(level 8) Once activated, the spike does not move—ever—even if activated in midair. A Might action will dislodge the spike, but then it is ruined.
Artifacts


Gear
Cash 5 Shins
An oddity Large, clear plastic bag that keeps food inside it fresh indefinitely
Explorer's Pack 15 m rope, three days of rations, three spikes, hammer, warm clothes, sturdy boots, three torches and two minor glowglobes.

Background

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