Zephyr | Cypher System Character Sheet | Cypher System | Statblocks & Sheets | World Anvil

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"Zephyr is a Exiled Warrior who Follows the Order of the Lycan."

Tier
4
Effort
4
EXP
0
Might
14
Pool
14
Edge
0
Speed
22
Pool
22
Edge
3
Intellect
12
Pool
12
Edge
1
Skills
  • Stealth/T
  • Survival/T
  • Social/I
  • Acrobatics/S
  • Arcana/T
  • History/T
  • Defense: Speed/T
  • Attack: light bladed/T
Attacks
Dagger of the Ogre Mage - Immediate piercing, 4 damage, eased attacks

Covolt Dagger - Immediate piercing, 3 damage, eased attacks

Claws - Immediate slashing - 3 damage, eased attacks
Artifacts
Sheo’s Gift - This fine set of white-and-silver armor bears the wind rune upon its chest.

While wearing the armor Acrobatics and Defense: Speed rolls are eased as your movements are bolstered by gentle currents of wind.

Invoking the Rune. As an action, you can invoke the armor’s rune to cast Wind Armor. Once the rune has been invoked, it can’t be invoked again until the next dawn.

Lifewell Tattoo - Produced by a special needle, this magic tattoo features symbols of life and rebirth.

Tattoo Application. To apply this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle to your skin for an hour. When you complete the hour, the needle turns into the ink that becomes the tattoo, which appears on the skin.

Necrotic Resistance. You have +1 additional armor versus necrotic damage.

Life Ward. If you move down the damage track to Dead due to the reduction of all your stat pools, you are immediately moved to debilitated and can add 1 point to a Stat pool of your choice. Once used, this property can’t be used again until the next dawn.

Dagger of the Ogre Mage - This blade was once used as a dagger by an ogre, but is nevertheless large enough to be a shortsword. You gain a +1 additional damage made with this magic weapon.

This blade’s hilt is hollow and can hold up to 3 minor spell scrolls. Minor scrolls left within the compartment for 1 minute activate one of the three clear gems adorning its grip. Once activated, you can cast these spells once per recovery. Scrolls contained within the sword are not destroyed after using them in this way.

When you cast a spell using the sword that deals damage, the sword’s damage type changes to match the cantrip’s for 1 minute or until you end it early (no action required).
Damage Tracking
Armour
1
Speed Cost
0
State
Hale
Damage =
weapon damage + bonus from roll - armour
Equipment
0 Coins
Covolt Dagger - This angular dagger is forged with covolt, an elemental blue metal that carries storm-like properties mined in the area around the tempest. When you score a mayor effect against a target with an attack made with this special weapon, the target takes an extra 3 lightning damage and and attacks against it are eased until the start of its next turn.

Eyes of Minute Seeing (Oddity) - These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. Investigation rolls that rely on sight while searching an area or studying an object within that range are eased.
Cyphers (max: 1)
 CypherLvl
Jolly Oozebean Sugarbomb 3
 A pack of oozebeans comes with 4 inside it. When you open a pack, roll 4d8 and record each number. Use these numbers to determine the kinds of oozebeans found in the bag using the table below. Each color has an effect that lasts for 1 minute.

1: White - You can breathe underwater.

2: Black - You have 2 armor against acid damage and can safely eat otherwise inedible & nonpoisonous organic materials.

3: Blue - Grappling or being grappled deals 2 acid damage to the other creature.

4: Gray - Rolls against being charmed or frightened are eased.

5: Gold - You gain a climbing speed equal to your movement speed.

6: Red - You gain 4 recovery points.

7: Green - You have resistance to poison damage and escaping grapples or restraints is eased.

8: Yellow - You have 2 armor against lightning damage and immunity against damage from the force bolt.
Special Abilities
AbilityTypeCostPool
Eyes Adjusted Enabler0
You can see in extremely dim light as though it were bright light. You can see in total darkness as if it were extremely dim light.
Spell: Hover Action2
You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes.
Spell: Feather Fall Action1
You reduce the damage from fall to zero.
Shocking Grasp (special) Action1
Your hands crackle with electricity, and the next time you touch a creature, you inflict 3 points of damage.
Lightning Resistance Enabler0
You reduce all lighting damage by 1 point.
Opportunist Enabler0
You have an asset on any attack roll you make against a creature that has already been attacked at some point during the round and is within immediate range.
Practiced In Armor Enabler0
You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1.
Swipe Action1
This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time all tasks it performs are hindered.
Surprise Attack Enabler0
If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset on the attack. On a successful hit, you inflict 2 additional points of damage.
Skill With Attack: light bladed Enabler0
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.
Seize the Moment Enabler4
If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use the action immediately even if you have already taken a turn in the round. You don’t take an action during the next round, unless you apply a level of Effort when you use Seize the Moment.
Slice Action2
This is a quick attack with a bladed or pointed weapon that is hard to defend against. The attack is eased. If the attack is successful, it deals 1 less point of damage than normal.
Skill With Defense: Speed Other0
Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type.
Capable Warrior Enabler0
Your attacks deal 1 additional point of damage.
Increased Effect Enabler0
You treat rolls of natural 19 as rolls of natural 20 for either Might actions or Speed actions (your choice when you gain this ability). This allows you to gain a major effect on a natural 19 or 20.
Hybrid Form (Werebat) Action0
You can change into your hybrid form once per recovery. In this new form, you gain +2 to your Might Pool, +1 to your Might Edge, +8 to your Speed Pool, and +1 to your Speed Edge. You also gain a flight movement of short range and a natural claw attack (light bladed weapon). While in beast form, you can’t spend Intellect points for any reason other than to try to change to your normal form before the one-hour duration is over (a difficulty 2 task).  
Lightning Strikes Action1
You can enhance your weapon (including your claws) for ten minutes to crackle with electricity and inflicts 1 additional point of lightning damage per attack. You cannot use Edge to reduce the cost.
Cold Strikes Action1
You can enhance your weapon (including your claws) for ten minutes to be coated in a layer of super cold ice and inflicts 1 additional point of cold damage per attack. You cannot use Edge to reduce the cost.
Enhanced Hybrid Form (werebat) Enabler0
When you use Hybrid Form, your beast form gains the following additional bonuses: +2 to your Might Pool, +3 to your Speed Pool, and +2 to Armor.
Blood Curse Action2
Through sheer force of will and blood, you can issue a simple imperative command to a single living creature to do nothing for their next action. The creature must be within short range and can still defend itself normally. If you use a level of Effort to enhance the command it lasts for one minute but you must roll each room to maintain control but is uses no action to do so. The initial cost of the ability cannot be reduced with Edge.
Dual Light Weild Enabler0
You can use two light weapons at the same time, making two separate attacks on your turn as a single action. You remain limited by the amount of Effort you can apply on one action, but because you make separate attacks, your opponent’s Armor applies to both. Anything that modifies your attack or damage applies to both attacks, unless it’s specifically tied to one of the weapons
Spell: Wind Armor (from armor) Action0
When you wish it, a cyclone of wind surrounds your body for ten minutes, giving you +1 to Armor and an additional +2 to Armor against physical projectile weapons specifically. While the cyclone is active, you feel no discomfort from the wind, and you can interact with other creatures and objects normally because the wind flow automatically diverts to enable such interaction.
Advancement
  • Increase Capabilities
  • Moving Towards Perfection
  • Extra Effort
  • Skill Training
  • Other Advancement
Recovery: 1d6 + 4
Rest Duration Already Taken
First rest 1 Action
Second rest 1 Minute
Third rest 1 Hour
Fourth rest 10 Hours

Use all your options to reduce the difficulty, if it is still above zero, roll against its target number.
Difficulty012345678910
TN - 3 6 9 12 15 18 21 24 27 30
result 0 = failure, 1 = success


Created by

Nyx_4Eva.

System

Cypher System

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