Alexandra West

is a Tier 2 Compassionate Vector who Tends to the Wounded on Earth

Might Speed Intellect
Pool
12
13
15
(current)
Edge
0
1
2
Effort
2
Wounds
Minor
Moderate
Major
Armor
0
Recoveries
(1d6+2)
1 action
1 action
1 hour
10 hours

Skills

Trained in: HealingD, Speed defense with no armorT, Biology, Perception, Navigation, AthleticsT, Might defenseT

Attacks

Sig Sauer P365 AXG Legion—med weapon—damage 4
Knife—light weapon (ease attacks by 1)—damage 2

Equipment

Backpack painkillers paracord gum(pack)
Bullets life straws mre's isopropyl alcohol
med kit trail mix duct tape $100 in 20x2 10x4 5x4
antibiotics ointment rolled gauze x4
tourniquet backpack cellphone/glowsticks
twine tent/sleeping bag whistle on lanyard
sewing kit lighter homemade tinder bundles

Focus

Easing the Pain Enabler

Allies within immediate range (including you) that take a recovery add +1 on their roll.

Healing Hand (1+ Intellect) Last Action

With a touch, you reduce one wound's severity. A healed minor wound is gone completely, one moderate wound becomes a minor wound, or one major wound becomes a moderate wound.

Each time you use Healing Hand, the Intellect cost increases by 1. The cost returns to 1 after you take a recovery.

Resilience Enabler

You can take one more moderate wound than normal.

Alleviate Malady (3 Intellect points)Action

You cancel or cure a disease, poison, or similar malady in a creature you touch if you succeed at an Intellect roll against the malady's level. (Some maladies may require multiple successes to be cured.)

Type

Fleet of Foot Enabler

If you succeed at a difficulty 2 Speed roll to run, you can move a short distance and take an action in the same round.

Endurance Enabler

Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For example, if the typical person can hold their breath for thirty seconds, you can hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The minimum duration is always one round.

Defensive Skill

You are trained in Speed defense actions when not wearing armor.

Translation Action

You can participate in the process of traveling to another recursion. Each time you do, you can choose to initiate, hasten, or ease a translation. If you choose to hasten or ease the process, someone else in the group must initiate the translation. As a vector, you are most effective at easing a translation. This easing advantage allows group members to acclimate more quickly after the translation is complete. In order to translate, you must know that the recursion you are translating to exists. The GM will decide if you have enough information to confirm its existence and determine what level of difficulty is needed to reach the destination.

Action to initiate.

Reach Beyond (3 Intellect points)Enabler

When you use Reach Beyond, you can access training in a skill provided by a focus you have in another recursion. You must have used the skill in its proper recursion at least once before. You can use the skill once. To use it again, you must use Reach Beyond again.

Quick Recovery Enabler

Your second recovery roll (usually requiring ten minutes) is only a single action, just like the first roll.