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 and heavy weapons; your attacks with medium and heavy weapons are hindered.
You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are trained in a task you choose that’s related to the anecdote, as long as it’s not an attack or defense task. Action to initiate, one minute to complete.
After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate.
While you maintain this ability through ongoing inspiring oration, your allies within short range ease one of the following task types (your choice): defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action.
You gain a level 2 follower. One of their modifications must be persuasion. You can take this ability multiple times, each time gaining another level 2 follower. Enabler. (When you use Basic Follower, the GM may require that you actually look for a suitable follower.)
You can cause one intelligent creature to remain calm as you speak. The creature doesn’t need to speak your language, but it must be able to see you. It remains calm as long as you focus all your attention on it and it is not attacked or otherwise threatened. In addition to the normal options for using Effort, you can choose to use Effort to calm additional creatures allied with your initial target, one additional creature per level of Effort applied. Action.
You are trained in all social interactions, whether they involve charm, learning a person’s secrets, or intimidating others. Enabler.
Anyone can help an ally, easing whatever task they’re attempting. However, you have the benefit of clarity and wisdom. When you help another character, they gain an additional asset. Enabler.
You gain 3 points to divide among your stat Pools however you wish. Enabler.
Pleasant Social Interactions
Trained
Resisting Persuasion or Seduction
Trained
None recorded.
Appropriate Clothing
Starting equipment
Light Weapon
Starting equipment
Two Expensive Items
Starting equipment
Two Moderately Priced Items
Starting equipment
Secret
Selected cypher
Best Tool
Selected cypher
None recorded.
Increasing-Capabilities Might
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.