Juro
:: the Mutant Jack who Gazes into the Abyss ::
"What is chaos to the fly is normal to the spider."
______________________________________________________________________________________Tier Effort XP
[1] [1] [0]
[14] Pool :: Might :: Edge [1]
[14] Pool :: Speed :: Edge [0]
[12] Pool :: Intellect :: Edge [1]
:: Tertiary Stats ::
Armor :: 2
Damage :: Hale, Impaired, Debilitated, Dead
Recovery Value :: 1d6 + 1 Tier
Action [o or x] - 10 Minutes [o or x] - 1 Hour [o or x] - 10 Hours [o or x]
:: Bio ::
(( As I go))
:: Skills ::
Skill Name - Trained, Specialized, or inabled
Starting Skill 1: Survival - Trained - You are trained in wilderness navigation and in identifying plants and animals
Flex Skill 2: Stealth - Trained
:: Special Abilities ::
:: Spider legs: Instead of normal legs, you have a wide torso with six or eight spiderlike legs. They are an asset in any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the beneficial mutations table. Enabler.
:: Thick hide: You gain +1 to Armor
:: Sickly: The difficulty of all Might defense tasks is increased by one step.
:: Cypher Use: You can bear two cyphers at a time.
:: 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.
:: 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.
:: Hedge Magic: 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.
:: Trained without Armor: You are trained in Speed defense actions when not wearing armor. Enabler.
:: Beast: Your monstrous form is both powerful and hideous. You gain +4 to your Might Pool, and +1 to your Might Edge. Enabler.
:: Natural Weapons. You can make a melee attack with your claws, teeth, tentacles, or whatever you are equipped with. The attack inflicts 4 points of damage. Action.
Minor Effect Suggestions: The target is so intimidated by your bestial attack that it is dazed for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment.
Major Effect Suggestions: Your foe is disrupted and off balance by your bestial attack, and can’t use any special powers that require an action for two rounds.
Starting Equipment:
Additional Equipment: Manacles and hobble that you sometimes ask your friends to secure you with, just in case.
:: Cyphers ::
Limit :: ~ 2
::
Level: 4
Internal: Implant
Wearable: Wristband, ring, belt-mounted device, boots
Usable: Small handheld device
Effect: Dampens all sound within immediate range, providing an asset for all creatures in the area to attempt
stealthy actions.
Internal: Implant
Wearable: Wristband, ring, belt-mounted device, boots
Usable: Small handheld device
Effect: Dampens all sound within immediate range, providing an asset for all creatures in the area to attempt
stealthy actions.
::
Level: 5
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Bursts in an immediate radius, blinding all within it for one minute and inflicting damage equal to the
cypher level. The burst spawns 1d6 additional detonations; on the next round, each additional detonation flies
to a random spot within short range and explodes in an immediate radius. Roll for the type of damage dealt
by all detonations:
Wearable: Wristband projector (long range)
Usable: Explosive device or ceramic sphere (thrown, short range) or handheld projector (long range)
Effect: Bursts in an immediate radius, blinding all within it for one minute and inflicting damage equal to the
cypher level. The burst spawns 1d6 additional detonations; on the next round, each additional detonation flies
to a random spot within short range and explodes in an immediate radius. Roll for the type of damage dealt
by all detonations:
01–10 Cell-disrupting (harms only flesh)
11–30 Corrosive
31–40 Electrical discharge
41–50 Heat drain (cold)
51–75 Fire
76–00 Shrapnel
11–30 Corrosive
31–40 Electrical discharge
41–50 Heat drain (cold)
51–75 Fire
76–00 Shrapnel
:: Equipment ::
Shins :: ~ 8
:: Whip
:: Bow
:: Clothing
:: Light armor
:: Pack of Light Tools
:: Cypher 1
:: Cypher 2
:: Oddity
:: Manacles and hobble that you sometimes ask your friends to secure you with, just in case.
:: Artifacts and Oddities ::
:: Bag of sixteen rubber balloons
:: Background ::
For some odd reason, Sam is able to soothe Juro's predatory instincts, never attacking her and if she is in danger going on a rampage.