Name
Tal
Descriptor
is a Graceful
Type
Jack who
Focus
Crafts Illusions
Background
Born Lucky
Tier
Effort
XP
4
3
 
ARMOR
DAMAGE  
0
Impaired
 
Debilitated
 
 
RECOVERY
1 action
10 mins
1 hour
10 hours
1d6 + 6
 
 
 
 
 
Pool
Total
Edge
MIGHT
 
12
SPEED
 
18
INTELLECT
 
20
SPECIAL ABILITIES
T
Minor Illusion (Trained) (1 Intellect point)
You create a single image of a creature or object within immediate range. The image must fit within a 10-foot (3-meter) cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can’t leave the area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again (though doing so doesn’t cost additional Intellect points). If you move beyond immediate range of the cube, the illusion vanishes. Action to create; action to modify.
(Corebook p57)
T
Major Illusion (3 Intellect points)
You create a complex scene of images within immediate range. The entire scene must fit within a 100-foot (30-meter) cube. The images can move, but they can’t leave the area defined by the cube. The illusion includes sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond immediate range of the cube, the illusion vanishes. Action to create.
(Corebook p57)
T
Disguise (Specialized) (2+ Intellect points)
You appear to be someone or something else, roughly of your size and shape, for up to one hour. Once created, the disguise requires no concentration. For each additional Intellect point you spend, you can disguise one other creature. All disguised creatures must stay within sight of you or lose their disguise. Action to create.
(Corebook p57)
T
Crowd Control (3 Intellect points)
If you succeed at an Intellect-based deception task, you capture and hold the attention of everyone within 90 feet (27 m) for up to ten minutes. The GM sets the difficulty based on the audience’s disposition. Action to initiate. (Character Options)
T
Mind reading (4 Intellect points)
You can read the surface thoughts of a creature within short range of you, even if the subject doesn’t want you to. You must be able to see the target. Once you have established contact, you can read the target’s thoughts for up to one minute. If you or the target move out of range, the connection is broken. Action to initiate. (Corebook 30)
T
Illusory Selves (5 Intellect points)
You create four holographic duplicates of yourself within short range. The duplicates last for one minute. You mentally direct their actions, and the duplicates aren’t mirror images—each one can do different things. If struck violently, they either disappear permanently or freeze motionless (your choice). Action to create. (Corebook 58)
T
Implant Suggestion (5 Intellect points)
You implant a suggestion in the mind of a creature within immediate range. Describe a course of activity to the creature and the conditions under which the creature will perform it. The course of activity must be within the creature’s capabilities, and the conditions under which it would perform the activity must be something that directly affects the creature or occurs in its immediate environment. Then make an Intellect attack against that creature. If you succeed, you implant the suggestion, and if the conditions occur within the next 28 hours, the creature does as you suggest. If you attempt to implant a suggestion that would jeopardize the creature’s life, livelihood, loved ones, or property, the difficulty of the task is increased by two steps. Action. (options 16)
SKILLS
TYPE
Minor Illusions
Disguise
Arts
Balance
Careful Movement
Hunting
Flex Skill: Persuasion
MOD
-1
-2
-2
-2
-2
-1
-1
SOURCE
T
T
D
D
D
DM
T
D
Specialized in Speed Defense
You’re specialized in all Speed defense tasks.
(Corebook p42)
D
Specialized in Arts
You’re specialized in all tasks involving physical performing arts.
(Corebook p42)
D
Specialized in Balance
You’re specialized in all tasks involving balance.
(Corebook p42)
D
Specialized in Careful Movement
You’re trained in all tasks involving careful movement.
(Corebook p42)
T
Flex Skill (Persuasion)
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.
(Corebook p42)
SPECIAL ABILITIES
T
Hedge Magic (1 intellect point)
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.
(Corebook p42)
T
Psychedelic Esoteries
If you perform esoteries, they take on flamboyant visual and auditory qualities of your choosing. This alteration changes nothing other than the appearance of the effects. For example, your attack esoteries might look like monsters made of energy that assail your foes. Your Stasis esotery might look like a tentacled beast that holds the victim in place. Your Teleportation esotery might seem like a hole in space opens up and swallows you.
(Corebook p57)
T
Practiced With Light and Medium Weapons
You can use light and medium weapons without penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step.
(Corebook p42)
T
Trained without Armor
You are trained in Speed defense actions when not wearing armor. Enabler.
(Corebook p42)
ATTACKS
WEAPON
Staff
Dagger
MOD
0
0
DMG
4
2
DEFENCE
TYPE
Speed Defense
Might Defense
Intellect Defense
MOD
-2
0
0
DESCR
Specialized
 
 
POSSESSIONS
Shins:   66
Clothing
Bedroll & Sleeping Bag (Contains bandages, a few tools, salves, and so on. Provides an asset to healing tasks, lowering the difficulty by one step when you attempt to heal yourself or another person.)
First Aid Kit
Light Weapon: Dagger
Medium Weapon: Staff
Rations for seven days
Explorer's pack (Contains 50 feet (15 m) of rope, three spikes, hammer, warm clothes, sturdy boots, three torches, and two minor glowglobes.)
Glow Ink (Glows in the dark permanently)
CYPHERS
Limit:   2
See online cyphers sheet
ARTIFACTS & ODDITIES
Image Frame: You have an oddity that appears to be a piece of clear glass in a synth frame. By manipulating hidden switches on the frame, you can make random moving images appear on the glass. The images are usually strange and sometimes incomprehensible. (from Crafts Illusions)

5 glowing juggle balls: These seemingly normal juggling balls start glowing when juggled (from type Jack)