| 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
Needler pistol—light weapon (ease attacks by 1)—damage 2
Hunting Knife—light weapon (ease attacks by 1)—damage 2
| Backpack |
| Binoculars |
| Laptop |
| smartphone |
You can manipulate the quantum field to exert force on objects within short range. Once activated, your power has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable, adult human), and you can use it to move objects, push against objects, and so on, using your own action each time. For example, you could lift and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m). You could use this power to wield any weapon that you could wield physically (or to make an unarmed attack) with the same training, or lack thereof. You could use this power to lift yourself, but only an immediate distance above solid ground. The power lasts for one hour or until its Might Pool is depleted, whichever comes first.
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.