Might
Edge 1
Cypher System character · Tier 1
a Rugged Explorer who Walks the Wild Woods
A trail guide who reads danger in broken branches and old stone.
Might
Edge 1
Speed
Edge 0
Intellect
Edge 0
You can use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks with heavy weapons are hindered.
You automatically block the next melee attack made against you within the next minute. Action to initiate.
Your initiative task is eased. You pay the cost each time the ability is used. Enabler.
If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code) to get the gist of the message. Action to initiate.
Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For example, if the typical person can hold their breath for thirty seconds, you canhold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The minimum duration is always one round. Enabler.
You are trained in two of the following: climbing, swimming, navigation, or identifying plants and creatures. Enabler.
You gain an extra ten-minute recovery roll each day. Enabler.
Climbing, Jumping, Running, and Swimming
Trained
Training, Riding, or Placating Natural Animals
Trained
Identifying or Using Natural Plants
Trained
Charm, Persuasion, Etiquette, or Deception
Hindered
Appropriate Clothing
Starting equipment
Light Weapon
Starting equipment
Two Expensive Items
Starting equipment
Two Moderately Priced Items
Starting equipment
You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.
You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for outdoor survival.
None recorded.
None recorded.
None recorded.
None recorded.
Character story
A weather-hardened wilderness scout who trusts observation, endurance, and steady hands more than words, Mara Vey is always ready to find a path through the wild woods and bring others safely along.
Mara learned the wild woods by necessity rather than romance. She knows how to cross steep ground, find safe footing, swim cold water, recognize useful plants, and make herself understood to animals without pretending they are tame. Years of hard travel have left her comfortable with rain, hunger, rough camps, and long stretches without human company. She carries practical supplies and a few costly possessions chosen for durability or importance, but she trusts tested gear and personal endurance more than luck. Her reputation is built on getting through places others avoid and returning with a clear account of what she found. Mara is not a polished guide or a natural negotiator; social charm, formal etiquette, and deliberate deception sit poorly on her. Instead, she relies on preparation, direct observation, physical resilience, and a sharp instinct for danger. Her current identity is still taking shape, but every trail teaches her something useful, and every difficult crossing reinforces the same principle: keep moving, pay attention, and leave the wilderness with fewer mistakes than you brought into it.
Mara Vey is broad-shouldered and weather-hardened, with strong hands, a steady stance, and the compact, practical build of someone accustomed to climbing and carrying a pack. Her skin is sun-browned, her dark hair is cut short or tied close to keep it clear of branches, and her clothing is durable, layered, and suited to changing weather. Scuffed boots, a light weapon worn for immediate use, and an explorer’s pack with coiled rope and a bedroll mark her as ready for the trail. Her expression is watchful rather than warm, often turned toward distant sounds or subtle movement in the undergrowth.
Mara is quiet, direct, and observant. She studies paths, weather, animals, and people before committing herself, often pausing mid-conversation because she noticed something others missed. She dislikes flattery and ceremony, answers questions plainly, and may seem blunt when she is trying to be helpful. Her confidence comes from endurance and practical competence, not bravado. She is motivated by self-reliance, useful discoveries, and the challenge of surviving unfamiliar terrain. Mara respects people who work steadily and keep their promises, while distrusting anyone who relies too heavily on charm or clever words. In a group, she naturally takes responsibility for routes, camp safety, and physical risks, but she does not seek command unless others are about to make a dangerous mistake. Her social cues are small: a tightened grip means concern, a glance toward the tree line means danger, and an offered piece of equipment is her closest equivalent to affection.