Danny Tribeca

is a Tier 2 Charming Spinner who Entertains on Earth

Might Speed Intellect
Pool
11
12
17
(current)
Edge
0
0
2
Effort
2
Wounds
Minor
Moderate
Major
Armor
0
Recoveries
(1d6+1)
1 action
10 minutes
1 hour
10 hours

Skills

Trained in: PersuasionD, DeceptionT, Gathering Info, Forensics, Performance

Impaired: Driving

Attacks

9mm Handgun—light weapon (eases attacks by 1)—damage 2

Equipment

Bullets (50)—Ammunition for handguns and rifles
Street Clothes
Backpack with Portable Charger, Beef Jerkey, Gum, Mints, Hairbrush, Cologne
laptop, Hoodie
Lucky shamrock keychain from Glenn when he played stand in on Leprachaun
Smartphone—Mobile phone with apps, internet access, and immediate-range flashlight, asset on knowledge tasks that can be found on the internet
Forensic kit/light Tool kit
Wallet, watch, keys to 2024 Toyota , currently in shop

Focus

Anecdote (2 Intellect points) Action

You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. Choose one task (other than an attack or defense task) related to your anecdote. Until you use a one-hour or longer recovery, those who pay attention to your story are trained in that task.

Alternatively, you can spend time interacting with a group of people within short range. As long as they are at least neutral toward you (rather than hostile), they become friendly toward you until you use a one-hour or longer recovery.

Action to initiate; one minute to complete.

Inspiring Suggestion (2 Intellect points) First Action

By making a helpful suggestion to an ally, they have a better chance of succeeding at what they're doing. Choose an ally who can see and understand you, then suggest a specific action for them to take, such as “attack the leader” or “climb the wall.” If the ally chooses to take that exact action, they gain two assets on that task.

Inspiring EaseTen-hour

Through stories, songs, art, or other forms of entertainment, you inspire your allies. When you and any number of allies spend a ten-hour recovery together (yours or theirs), the allies are inspired by you. Once per day, each inspired ally can ease one task. This inspiration remains while you remain within a long distance of them. The inspiration is suspended at greater distances, but resumes automatically if you get within range. The inspiration ends if you use a ten-hour recovery while away from the ally.

Ten-hour recovery to initiate.

Knowing the Audience (1 Intellect point) Last Action

You ascertain the general mood of a group of people within short range. If they are trying to conceal that information, you may attempt a difficulty 3 task to learn the truth of their attitude. On the following round, you also gain an asset to a single recognizing motive task regarding one person in that group to gain more detail and information about that individual.

Type

Fast Talk (1 Intellect point) Action

When speaking with an intelligent creature who can understand you and isn't hostile, you convince that creature to take one reasonable action on the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character.

Spin Encouragement (1 Intellect point) Action

While you maintain this twist through ongoing inspiring oration, your allies within short range modify the difficulty of one of the following task types (your choice) by one step to their benefit: defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in.

Manipulator Skill

You are trained in deceiving, persuading, or intimidating (choose one).

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 spinner, you are most effective at hastening a translation. This advantage allows you to decrease the time it takes to translate to a recursion. 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.

Spin Ideal (3 Intellect points) Action

After interacting with another creature who can hear and understand you for at least one minute, you can use a twist to attempt to temporarily impart an ideal to the target that you can't otherwise convince it of. An ideal is different than a specific suggestion or command; an ideal is an overarching value such as, “all life is sacred,” “my political party is the best,” “children should be seen, not heard,” and so on. An ideal influences a creature's behavior but doesn't control it. The imparted ideal lasts for as long as befits the situation, but usually at least a few hours. The implanted ideal is jeopardized if someone friendly to the creature spends a minute or more bringing the target back to its senses.