Two Fingers Eld
Eld is a risk taking jack who exists partially out of phase
Might: 13 (Edge 1)
Speed: 15 (Edge 1)
Intellect: 16 (Edge 1)
Cyphers: 3
Tier: 3
Effort: 4
Abilities
Tier 1
Flex Skill: At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you’re trained in that task. You can’t use this ability with a skill you’re already trained in to become specialized.
Late Inspiration (3 Intellect points): You retry a task you failed within the past one minute, using the same difficulty and modifiers, except this time you have an asset on the task. If this retry fails, you can’t use this ability to retry it again. Enabler.
Phased Pocket (2+ Intellect points): You connect yourself for one hour to a small space that is out of phase and moves with you. You can access this space as if it were a convenient pocket or bag, but nobody else can perceive or access the space unless they have the ability to interact with transdimensional areas. The space can hold up to 1 cubic foot. The space is a part of you, so you can’t use it to carry more cyphers than your limit, a detonation cypher activated inside the space harms you, and so on. When the connection ends, anything in the space falls out. For each 2 additional Intellect points you spend, the pocket lasts an additional hour. Enabler.
Pressing Your Luck: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty is no higher than level 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.
Walk Through Walls (2 Intellect points). You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per round (minimum of one round to pass through any barrier). You can’t act (other than moving) or perceive anything until you pass entirely through the barrier. You can’t pass through energy barriers. Action.
Tier 2:
Defensive Phasing (2 Intellect points). You can change your phase so that some attacks pass through you harmlessly. For the next ten minutes, you gain an asset to your Speed defense tasks, but during this time you lose any benefit from armor you wear. Action to initiate.
Tier 3:
Far Hands (2 Intellect points): You can use your tricks of the trade from one range category farther away than normal: immediate becomes short, short becomes long, long becomes very long. Using the CHARACTER TYPE trick at this increased distance hinders the task. Enabler.
Phase Door (4 Intellect points). You can phase into a solid object’s surface and then phase out of any other solid object within long range of the first, even if the two objects are not connected. There must not be any intervening barriers between the two objects, and you must be aware of or able to see the destination object. Action.
Skills
Trained in Chance based tests
Inability: Sneaking and staying quiet
Inability: Heavy Weapons. Attacks are Hindered
Skilled: Light Weapons
Skilled: Medium Weapons
Trained: Light Armour
Trained: Medium Armour (temp)
Equipment
Clothing
Webley Laser revolver (medium) – 6 shots before the cooling rods need replacing
12 replacement cooling rods
light armour
an explorer’s pack
5 shins (coins)
A bag of small tools
Special Items
Campaign Item:
Machine implants – Eld’s father grafted bionics into eld from a very young age which gives him skills with computer tech and physical upgrades. Currently upgraded with rocket boosters.
Cyphers:
Visage changer – changes your appearance for an hour
Locatortron 2000 (level 8) – Learn distance/direction from named object/place/creature
Oddity:
Stasis cage – A cage that works a lot like a pokeball but visually is a keyring sized cage
Tattoo
- Nevajin head tattoo on right forearm
- Ascension Tattoos on arms (shifting, Rorscach style)
- Education Faction joined
- Microchip tattoo on left forearm.