Might
Edge 0
Cypher System character · Tier 2
Might
Edge 0
Speed
Edge 0
Intellect
Edge 2
You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your attacks with medium and heavy weapons are hindered.
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.
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.
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.
As a servant of the gods, you can call up blessings in their name. This blessing depends on the god’s general demeanor and area of influence. Choose two of the abilities described below. Authority/Law/Peace (3 Intellect points). You prevent a foe that can hear and understand you from attacking anyone or anything for one round. Action. Benevolence/Righteousness/Spirit (2+ Intellect points). One level 1 demon, spirit, or similar creature within short range is destroyed or banished. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to destroy or banish a level 5 target (four levels above the normal limit), you must apply four levels of Effort. Action. Death/Darkness (2 Intellect points). A target you choose within short range withers, suffering 3 points of damage. Action. Desire/Love/Health (3 Intellect points). With a touch, you restore 1d6 points to one stat Pool of any creature, including yourself. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for ten hours. Action. Earth/Stone. You are trained in climbing, stonecraft, and spelunking. Enabler. Knowledge/Wisdom (3 Intellect points). Choose up to three creatures (potentially including yourself). For one minute, a particular type of task (but not an attack roll or defense roll) is eased for those creatures, but only while they remain within immediate range of you. Action. Nature/Animals/Plants. You are trained in botany and handling natural animals. Enabler. Protection/Silence (3 Intellect points). You create a quiet bubble of protection around you to an immediate radius for one minute. The bubble moves with you. All defense rolls for you and all creatures you designate within the bubble are eased, and no noise, regardless of its origin, sounds louder than a normal speaking voice. Action to initiate. Sky/Air (2 Intellect points). A creature you touch is immune to airborne toxins or contaminants for ten minutes. Action. Sun/Light/Fire (2 Intellect points). You cause one creature or object within short range to catch fire, inflicting 1 point of ambient damage each round until the fire is extinguished (requiring an action). Action. Trickery/Greed/Commerce. You are trained in detecting the deceptions of other creatures. Enabler. War (1 Intellect point). A target you choose within short range (potentially yourself) deals 2 additional points of damage with its next successful weapon attack. Action. Water/Sea (2 Intellect points). A target you touch can breathe water for ten minutes. Action.
You release a beam of pure force that smashes into a creature within short range, inflicting 5 points of damage and moving it back an immediate distance. Action.
You visualize a place within short range and cast your mind to that place, creating an immobile, invisible sensor for one minute or until you choose to end this ability. While using your third eye, you see through your sensor instead of your eyes using your normal visual abilities. You may perceive the area around your body using your other senses as normal. Action.
You open your mind to increase your awareness. You gain an asset to any task involving perception. While you have this asset and you are conscious and able to take actions, other characters gain no benefit from surprising you. The effect lasts for one hour. Action.
You are trained in all tasks involving perception. Enabler.
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.
Intelligent Choice 1
Trained
Skill
You’re trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you’ve explored before.
None recorded.
Appropriate Clothing
Starting equipment
Two Expensive Items
Starting equipment
Two Moderately Priced Items
Starting equipment
Two Inexpensive Items
Starting equipment
None recorded.
None recorded.
Increasing-Capabilities Speed 1 Intellect 3
A four-XP character advancement.
Moving-Toward-Perfection Intellect
A four-XP character advancement.
Extra-Effort
A four-XP character advancement.
Skills
A four-XP character advancement.
None recorded.
Character story
A sharp-minded occult investigator who can send awareness beyond the body, read hidden truths, and turn disciplined insight into protection and sudden force.
They were raised among people who valued useful knowledge: reading a room, recognizing danger, treating small injuries, and understanding the hidden causes behind ordinary events. Their intelligence made them a capable student, but it also made them restless. They began practicing the separation of mind from body as a way to observe the world without disturbing it, first in quiet exercises and later under circumstances that demanded sharper control. The experience left them convinced that awareness is not confined to flesh, though returning fully and safely is always a matter of discipline. Now they travel as a careful investigator and reluctant problem-solver. They study unusual places, listen for patterns in what others dismiss, and use their trained perception to reveal what is concealed. Their protective practices and forceful bursts of power are tools rather than displays, while their small acts of magic are often practical and improvised. They believe higher powers may have granted them insight for a purpose, but they are not certain whether that purpose is service, discovery, or preparation for something still approaching.
A lean, alert figure with an attentive gaze that often seems focused on something just beyond the visible world. Their clothing is appropriate but carefully chosen, with two expensive personal items worn or carried as understated signs of education and means, along with a pair of practical moderate-quality belongings and a few inexpensive necessities. Their posture is composed and deliberate, though at odd moments their expression goes distant—as if their thoughts have stepped away from their body.
Quietly observant and intellectually confident, they prefer to understand a situation before acting. They ask precise questions, notice small inconsistencies, and treat strange phenomena as problems worthy of patience rather than panic. In conversation, they may pause mid-sentence while studying an unseen possibility, then resume as though no time has passed. They are courteous but not easily impressed, and they dislike being pressured into decisions before they have considered the consequences. Their motives are a mixture of curiosity, self-mastery, and responsibility. They want to learn what the mind can become when freed from ordinary limits, but they also fear becoming detached from ordinary people. They offer practical help when it costs little and become fiercely focused when someone is threatened. Socially, they tend to stand slightly apart, make steady eye contact, and reveal personal feelings indirectly through careful attention, useful advice, and the rare moment when they allow someone else close enough to see how tired the discipline has made them.