Finch (Slyvana) | Cypher System Character Sheet | Cypher System | Statblocks & Sheets | World Anvil

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"Finch (Slyvana) is a Mystical Magic Explorer who Speaks for the Land."

Background
Druids provided private education, from a reclusive. As part of completing my education, I am taking this job to get experience to complete my thesis.
Tier
1
Effort
1
EXP
3
Might
Pool
6
Edge
Speed
0
Pool
14
Edge
0
Intellect
0
Pool
10
Edge
1
Skills
  • Heavy Weapons/I
  • Geography/Stellar Navigation/T
  • Xenobiology/Terraforming/T
  • Wilderness Navigation/T
  • Identifying Plants/Animals/T
Attacks
Dagger (Scalpel): Light (Concealable)
Handaxe: Medium (Disarming)
Unarmed: Medium
Damage Tracking
Armour
1
Speed Cost
1
State
Hale
Damage =
weapon damage + bonus from roll - armour
Equipment
0 Coins
Respirator, Vacuum E: A protective helmet that allows the wearer to breathe in poisonous atmospheres, underwater, or in a vacuum for several hours.
Iktomi Weave Clothing E: Weather-resistant
Dagger (Scalpel) I: Concealable
Handaxe M: Disarming
General purpose scanner M: Asset for identifying tasks
Energy bar I- 1 free recovery roll
Trauma kit M: Heal 1 step on damage track if the damage was from a wound
Canteen I
HUD M - A worn device that acts as a datapad, comm device, and translator.
Flare
Cyphers (max: 1)
 CypherLvl
Analeptic 6
 Restores a number of points equal to the cypher’s level to the user’s Speed Pool.
Speed Boost 6
 Adds 1 to the user’s Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
Special Abilities
AbilityTypeCostPool
Block Action3
You automatically block the next melee attack made against you within the next minute.
No Need for Weapons Enabler0
When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon (1d6) instead of a light weapon.
Surging Confidence Enabler0
When you use an action to make your first recovery roll of the day, you immediately gain another action.
Sense Magic Other0
You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.
Hedge Magic Action1
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.
Seeds of Fury Action1
You throw a handful of seeds in the air that ignite and speed toward a target within long range, scratching the air with twisting smoke trails. The attack deals 3 points of damage and catches the target on fire, which inflicts 1 additional point of damage per round for up to a minute or until the target uses an action to douse the flames
Advancement
  • Increase Capabilities
  • Moving Towards Perfection
  • Extra Effort
  • Skill Training
  • Other Advancement
Recovery: 1d6 + 1
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

jessgart.

System

Cypher System

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