| Might | Speed | Intellect | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pool | 12 |
12 |
10 |
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| (current) | |||||||||||||||||||
| Edge | 0 |
0 |
1 |
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| Effort | 1 |
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Trained in: SurvivalD, Speed defense with no armorT, Tracking, Navigation
Glock 9mm—light weapon (ease attacks by 1)—damage 2
Hunting Knife—light weapon (ease attacks by 1)—damage 2
| Backpack |
| Binoculars |
| Laptop |
| smartphone |
You know how to survive in new and strange locations. After spending at least ten minutes in a region and succeeding on a survival task (generally difficulty 2, or whatever the GM determines is appropriate to the area), you find something useful you were seeking. The useful thing might be shelter in the form of a cave or tree hollow, materials to start a fire, fresh water, a game animal you bring down with ease, edible plants and fungi, or something to counteract a bleeding wound or poison.
You are able to feed yourself and five allies for as long as you remain in this region.
Once you've been to a notable location within a region (such as your campsite or a prominent landmark), you know the general direction and distance to it from where you are right now.
You can take an additional minor wound.
You gain an extra one-action recovery each day.
When you make an unarmed attack (such as a punch or kick), you can choose whether you make the attack as if using a medium weapon or as if using a light weapon.
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.
You are trained in Speed defense actions when not wearing armor.
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.