Johnny "The Mouth" [REDACTED] | Cypher System Character Sheet | Cypher System | Statblocks & Sheets | World Anvil

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"Johnny "The Mouth" [REDACTED] is a Craven Speaker who Is Hated by Millions."

Tier
1
Effort
1
EXP
2
Might
8
Pool
8
Edge
0
Speed
14
Pool
14
Edge
0
Intellect
14
Pool
12
Edge
1
Skills
  • Stealth/T
  • Initiative/I
  • Running/T
  • Escape/Flee Danger— Wheedle Out of Trouble/T
  • Dangerous Tasks While Alone/I
  • Deception/T
  • Persuasion/T
  • Acting/T
  • Gambling/T
Attacks
Light Pistol Shot
Punch
Damage Tracking
Armour
0
Speed Cost
0
State
Hale
Damage =
weapon damage + bonus from roll - armour
Equipment
0 Coins
-Good Luck Charm— Vintage YuGiOh Card "Pot of Greed"
-Light Pistol
-Sturdy Backpack
-Flashlight
-Duct tape roll
-Pad Lock with keys
-Lighter
-(1) Sonic Grenade
-First-aid Kit
-Concealable Camera

 
Cyphers (max: )
 CypherLvl
Caffiene Pill 1
 Recover 3 speed points
Contingent Activator
 Link to a cypher, adding a trigger event that makes the cypher automatically go off
Special Abilities
AbilityTypeCostPool
Inspire Aggression Action2
Your words twist the mind of a character within short range who is able to understand you, unlocking their more primitive instincts. As a result, they gain an asset on their Might-based attack rolls for one minute. Action to initiate
Spin Identity Action2
You convince all intelligent creatures who can see, hear, and understand you that you are someone or something other than who you actually are. You don’t impersonate a specific individual known to the victim. Instead, you convince the victim that you are someone they do not know belonging to a certain category of people. “We’re from the government.” “I’m just a simple farmer from the next town over.” “Your commander sent me.” A disguise isn’t necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. Action
Erase Memories Action3
: You reach into the mind of a creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of its memory. Action.
Interaction Skills Other0
Trained at two interaction skills— Deception and Persuasion
Rivals—The Silencers Other0
Due to your ill-repute and underhanded decisions, a group of rivals out to get you are constantly on your heels. It may be a group of rivals in the same trade, people you've wronged in the past, a mix of both or something else entirely. At the GM's discretion, this group may cause complications for you and your party.
Shady Talent Other0
: You are trained in two of the following areas: writing, journalism, a particular style of art, a particular sport, chess, science communication, acting, news presentation, or some related noncombat skill that led to your ill-repute. Enabler. — Trained in Acting and Gambling
Advancement
  • Increase Capabilities
  • Moving Towards Perfection
  • Extra Effort
  • Skill Training
  • Other Advancement
Recovery: 1d6 + 1 + 0
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

AncientAlbatross.

System

Cypher System

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