| Might | Speed | Intellect | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pool | 11 |
12 |
15 |
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| (current) | |||||||||||||||||||
| Edge | 0 |
0 |
1 |
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| Effort | 1 |
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Trained in: PersuasionD, DeceptionT, Gathering Info, Forensics, Performance
Impaired: Driving
9mm Handgun—light weapon (eases attacks by 1)—damage 2
| 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 |
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.
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.
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.
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.
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.
You are trained in deceiving, persuading, or intimidating (choose one).
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