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Title: Sydney
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Description: Purple Fiction's Adventuring! character.
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Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
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trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
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characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
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Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook
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Games, LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.
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# Sydney
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Sydney is an exiled doomed drifter [explorer, with combat flavor] who never says die.
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## Cypher System Stat Block
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* **Might: 14, Speed: 12, Intellect: 12**
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* **Effort: 1, Might Edge: 1, Speed Edge: 1**
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* **Cypher Use:** 2 cyphers at a time.
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* **Armor:** +1
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* **Abilities**
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* **Endurance:** Any duration dealing with physical actions is either doubled or halved, whichever is better for
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you. For example, if the typical person can hold their breath for thirty seconds, you can hold it for one minute.
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If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of
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harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The
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minimum duration is always one round. Enabler.
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* **Improved Edge (Speed):** Choose one of your Edge stats that is 0. It increases to 1. Enabler.
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* **Flesh of Stone:** You have +1 to Armor if you do not wear physical armor. Enabler.
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* **Fleet of Foot (1+ Speed points):** You can move a short distance as part of another action. You can move a long
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distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long
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distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler.
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* **Improved Recovery:** Your ten-minute recovery roll takes only one action instead, so that your first two
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recovery rolls are one action, the third is one hour, and the fourth is ten hours. Enabler.
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* **Push on Through (2 Might points):** You ignore the effects of terrain while moving for one hour. Enabler.
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* **Passives**
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* **Self-Reliant:** +2 to your Might Pool.
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* **Loner:** You gain no benefit when you get help with a task from another character who is trained or
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specialized in that task.
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* **Jumpy** +2 to your Speed Pool.
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* **Doom:** Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an
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XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a
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cold, uncaring place, and your efforts are futile at best.
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* **Skills**
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* **Trained** in all tasks involving sneaking.
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* **Trained** in all tasks involving foraging, hunting, and finding safe places to rest or hide.
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* **Hindered** in any task involving social interaction due to living on your own for as long as you have has made
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you slow to trust others and awkward in social situations.
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* **Trained:** Always on the lookout for danger, you are trained in perception-related tasks.
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* **Trained:** You are defense minded, so you are trained in Speed defense tasks.
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* **Trained:** You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in
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Intellect defense tasks having to do with losing your sanity or equanimity.
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* **Practiced** with light and medium weapons.
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### Arcs
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* **Revenge**
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### Equipment
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* Bloodstained Memento
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* Tattered Preparatory School Uniform
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* Jagged Woodcutter's Axe - Medium weapon
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* Graffitied Desktop Shield - Asset to Speed defense
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* Worn School Backpack
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* Bag of Heavy Tools
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* Bag of Light Tools
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* Faded Yearbook - Asset to relaxation tasks
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* Chipped Home Economics Knife- Light weapon (won't last long)
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* Dented Metal Water Bottle
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* Crinkly Bag of Overpriced Foreign Snacks (1 day ration)
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