---
name: Tiandra the Queen's Tramp
descriptor: Mysterious
type: Explorer
focus: Walks The Worlds
tier: 2
tags: [cypher, character]
---
# Tiandra the Queen's Tramp is a Mysterious Explorer who Walks The Worlds with a Magic Flavor in a Modern Supernatural world
### Pool Stats
| Pool | Max | Edge | Defense |
|------|------:|-----:|:----------|
| **Might** | 12 | 1 | Practiced |
| **Speed** | 12 | 1 | Practiced |
| **Intellect** | 14 | 1 | Practiced |
### Pool Tracking
Effort: 2
Armor: 0
Initiative: Practiced
| Pool | Current | Max |
|------|--------:|----:|
| **Might** | 12 | 12 |
| **Speed** | 12 | 12 |
| **Intellect** | 14 | 14 |
**Recovery Roll:** `1d6+2`
- [ ] 1 Action
- [ ] 10 min
- [ ] 1 h
- [ ] 10 h
**Damage Track:**
- [ ] Impaired
- [ ] Debilitated
## Advancement
XP: 0
- [ ] Increase Capabilities
- [x] Move Toward Perfection
- [ ] Extra Effort
- [x] Skill Training
- [ ] Other
---
### Special Abilities
#### Passive Abilities
> [!info]- Trained Without Armor
> You are trained in Speed defense tasks when not wearing armor. Enabler.
> [!info]- Curious
> You're always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt navigation, perception, or initiative tasks in an area that you've only rarely or never visited before, you can apply an additional free level of Effort. Enabler.
#### Active Abilities (Costs)
> [!info]- Decipher (1 Intellect point)
> If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code) to get the gist of the message. Action to initiate.
> [!info]- Fleet Of Foot (1+ Speed point)
> You can move a short distance as part of another action. You can move a long distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler.
> [!info]- Danger Instinct (3 Speed points)
> If you are attacked by surprise, whether by a creature, a device, or simply an environmental hazard (a tree falling on you), you can move an immediate distance before the attack occurs. If moving prevents the attack, you are safe. If the attack can still potentially affect you-if the attacking creature can move to keep pace, if the attack fills an area too big to escape, etc. -the ability offers no benefit. Enabler.
> [!info]- Escape (2 Speed points)
> You slip your restraints, squeeze through the bars, break the grip of a creature holding you, pull free from sucking quicksand, or otherwise get loose from whatever is holding you in place. Action.
> [!info]- Glimpse The Outside (2 Intellect points)
> You gain a brief glimpse of several potential parallel worlds branching off from where you stand now. That glimpse provides information by showing you the results of several different actions you might take, allowing you to learn a bit more about something you can see. You get an asset on a task involving that person or object. Action.
> [!info]- Foil Danger (2 Intellect points)
> You negate one source of potential danger related to one creature or object that you are aware of within immediate distance for one round. This could be a weapon or device held by someone, a trap triggered by a pressure plate, or a creature's natural ability (something special, innate, and dangerous, like a dragon's fiery breath or a giant cobra's venom). You can also try to foil a foe's mundane action (such as an attack with a weapon or claw), so that the action isn't made this round. Make your roll against the level of the attack, danger, or creature. Action.
### Skills
| Skill | Rating |
|-------|:-------|
| Confounding | 🟢 Trained |
| resisting interrogation or tricks to get you to talk | 🟢 Trained |
| stealth tasks | 🟢 Trained |
| Light Weapons | ⚪ Practiced |
| Medium Weapons | ⚪ Practiced |
| getting people to believe or trust you | 🔴 Inability |
| Heavy Weapons | 🔴 Inability |
| Geography | 🟢 Trained |
| Politics | 🟢 Trained |
| Running | 🟢 Trained |
| Jumping | 🟢 Trained |
| Perception | 🟢 Trained |
| Identifying | 🟢 Trained |
### Attacks
> **Light Weapon** – A light speed attack doing 2 damage.
*"A light weapon of your choice. Granted from Starting Equipment."*
> **Punch** – A light might attack doing 2 damage.
*"A right jab."*
### Cyphers (`limit: 2`)
1. [ ] **DETONATION (WEB)** (Lvl 8, Manifest)
> Projects a small physical explosive up to a long distance away that explodes in an immediate radius and creates sticky strands of goo. PCs caught in the area must use a Might-based action to get out, with the difficulty determined by the cypher level. NPCs break free if their level is higher than the cypher level. (Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the same result.)
2. [ ] **SPEED BOOST** (Lvl 5, Subtle)
> Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
### Equipment
- Money: 0
- Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment.
---
## Background
> **Explorer.** You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable. Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.
> **Mysterious.** The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives are-you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor friend or ally. You're just good at keeping things to yourself, moving about unseen, and concealing your presence and identity.
> **Walks The Worlds.**
### Background Connection
> You belong to an exclusive organization of Explorers whose existence is not widely known.
### Focus Connection
> Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn't wake for three days. Whether they forgive you or not is up to them.
---
## Notes & Intrusions
Possible player intrusions based on your character type:
Fortuitous Malfunction
A trap or a dangerous device malfunctions before it can affect you.
Serendipitous Landmark
Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.
Weak Strain
The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.
Modifications
Walk The Worlds
Tier 1: Walk Through Walls
Dimensional Lore
Tier 2: Glimpse the Outside
Tier 3: Flicker, or
Tier 3: Greater Enhanced Potential
Tier 4: Dimensional Survey
Tier 5: Untouchable
Tier 6: Into the Outside, or
Tier 6: Hard to Kill
Tier 1: Walk Through Walls (2 Intellect points).
The journey to the outside begins slowly. You can pass through physical barriers at a rate of 1 inch (3 cm) per round (minimum of one round to pass through any barrier). You can’t act (other than moving) or perceive anything until you pass entirely through the barrier. You can’t pass through energy barriers. Action.
Dimensional Lore: You are trained in tasks related to knowledge about alternate dimensions. Enabler.
Tier 2: Glimpse the Outside (2 Intellect points).
You gain a brief glimpse of several potential parallel worlds branching off from where you stand now. That glimpse provides information by showing you the results of several different actions you might take, allowing you to learn a bit more about something you can see. You get an asset on a task involving that person or object. Action.
Tier 3: Flicker (4 Intellect points).
For one minute, you flicker back and forth between where you are and a variety of random dimensions. To everyone else, there is a 50% chance each round that you don’t seem to exist between your actions, which means you can’t be attacked if you happen to be in combat. From your perspective,you get flashes of several dimensions between your actions. Some dimensions you glimpse are not much different than where you started, but others risk mentally unbalancing you. When the duration of this ability elapses, you can attempt a difficulty 5 Intellect task to try to remember at least one of the dimensions you flickered through. If you get such a fix, you can use Dimensional Survey or Into the Outside to go there again (once you gain those abilities), should you wish. Action to initiate.
Or
Tier 3: Greater Enhanced Potential: You gain 6 points to divide among your stat Pools however you wish. Enabler.
Tier 4: Dimensional Survey (5+ Intellect points).
You step into an alternate dimension and are able to remain there for up to one hour before you are snapped back, which inflicts 4 points of ambient damage (your control over interdimensional superficies isn’t perfect). If you want to stay, you attempt to do so by making a difficulty 5 Intellect roll, which extends the time before you snap back by another hour.
You must know that the destination dimension exists; the GM will decide if you have enough information to confirm its existence and what level of difficulty is required to reach it. Instead of applying Effort to decrease the difficulty, you can apply Effort to bring other people with you; each level of Effort affects up to three additional targets. You must touch additional targets to allow them to come with you. Action.
Tier 5: Untouchable (6 Intellect points).
You change your phase state for the next minute so that you can’t affect or be affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities can affect you, but likewise you can’t attack, touch, or otherwise affect anything. Action to initiate.
Tier 6: Into the Outside (8+ Intellect points).
You step into an alternate dimension, and are not subject to flickering or being snapped back after a set duration. You must know that the destination dimension exists; the GM will decide if you have enough information to confirm its existence and what level of difficulty is required to reach it. Instead of applying Effort to decrease the difficulty, you can apply Effort to bring other people with you; each level of Effort affects up to three additional targets. You must touch additional targets to allow them to come with you. Action.
Or
Tier 6: Hard to Kill: You can choose to reroll any defense task you make but never more than once per round. Enabler.
https://tools.cypher-system.com/account/cypher/players/2B6E490E31B34703 Last Updated: December 4th, 2024 22:50 App Version: 2.09.08 Beta