Might
Edge 3
Cypher System character · Tier 4
a Weird Warrior who Needs No Weapon
Might
Edge 3
Speed
Edge 1
Intellect
Edge 0
Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.
You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon. Enabler.
You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks. Enabler.
When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler.
You are trained in Speed defense tasks when not wearing armor. Enabler.
You make a powerful and precise strike that inflicts additional damage later. On your next turn, the target of this attack takes an additional 3 points of damage (ignores Armor). The target can prevent this additional damage by making a recovery roll, using any ability that heals it, or using its action to attend to the injury. In addition to the normal options for using Effort, you can choose to use Effort to increase this duration by one round. Action.
Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +5 to Armor against damage from that type of energy. You must be familiar with the type of energy; for example, if you have no experience with a certain kind of extradimensional energy, you can’t protect against it. You can select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler.
The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2. Enabler.
If you use one action creating a misdirection or diversion, in the next round you can take advantage of your opponent’s lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage. Action.
Your initiative task is eased. You pay the cost each time the ability is used. Enabler.
If you take down a foe, you can move a short distance, but only if you move toward another foe. You don’t need to spend the points until you know that the first foe is down. Enabler.
You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon. Enabler.
Your attacks deal 1 additional point of damage. Enabler.
You inflict 2 additional points of damage with unarmed attacks. Enabler.
You have +1 to Armor if you do not wear physical armor. Enabler.
With a number of quick moves, you make an attack against an armed foe, inflicting damage and disarming them so that their weapon is now in your hands or 10 feet (3 m) away on the ground—your choice. This disarming attack is hindered. Action.
You are trained in unarmed attacks. Enabler.
You spin and move so that your defense and attacks are aided by your fluid motion. For one minute, all your attacks and Speed defense tasks gain an asset. Enabler.
For one minute, you automatically deflect or dodge any ranged projectile attacks. However, on your next turn after you’re attacked with ranged projectiles, all your other actions are hindered. Action to initiate.
Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack. Enabler.
-1 Armor Speed Cost
Skill
You are trained in supernatural knowledge.
Inability
People find you unnerving. All tasks relating to pleasant social interaction are hindered.
Appropriate Clothing
Starting equipment
Light Weapon
Starting equipment
Medium Weapon
Starting equipment
Expensive Item
Starting equipment
Two Moderately Priced Items
Starting equipment
Inexpensive Item
Starting equipment
Knowledge Enhancement
Selected cypher
Strength Enhancer
Selected cypher
None recorded.
Increasing-Capabilities Might 2 Speed 1 Intellect 1
A four-XP character advancement.
Moving-Toward-Perfection Might
A four-XP character advancement.
Extra-Effort
A four-XP character advancement.
Skills
A four-XP character advancement.
Increasing-Capabilities Might 2 Speed 1 Intellect 1
A four-XP character advancement.
Moving-Toward-Perfection Might
A four-XP character advancement.
Extra-Effort
A four-XP character advancement.
Skills
A four-XP character advancement.
Increasing-Capabilities Might 3 Speed 1
A four-XP character advancement.
Moving-Toward-Perfection Speed
A four-XP character advancement.
Extra-Effort
A four-XP character advancement.
Skills
A four-XP character advancement.
None recorded.