Sally the Skeptical Evoker is a Tier 1 Skeptical Human Evoker who Masters Spells in a Fantasy world played by Oli

1
2
0
7
7
0
12
12
0
17
17
2
1d6+1
Roll:
I P T S
Heavy Weapons
I
Light Weapons
P
Medium Weapons
I
Trained In All Actions That Involve Seeing Through A Trick, An Illusion, A Rhetorical Ruse Designed To Evade The Issue, Or A Lie
T
Trained In Identifying
T
I = inability, P = practiced, T = trained, S = specialized
I = hindered one step, T = eased one step, S = eased two steps
Mod Skill Pool Type Dmg
Punch
P M L 2
Mind Sliver ( Onslaught Mindslice)
P I M 2
Firebolt (Onslaught )
P I M 4
Arcane Flare
P I M 4
Frozen Fist (Frost Touch )
P I L 3
Mod: -1 is eased one step; +1 is hindered one step
I = inability, P = practiced, T = trained, S = specialized
I = hindered one step, T = eased one step, S = eased two steps
Special Abilities
Arcane Flare
Costs 1 Intellect point
You enhance the damage of another attack spell with an extra charge of energy so that it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
Magic Training
You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties. Enabler.
Onslaught
Costs 1 Intellect point
You attack a foe using energies that assail either their physical form or their mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots) might be immune to your mindslice. Action.
Ward
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.
Hedge Magic
Costs 1 Intellect point
You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use Hedge Magic to harm another creature or object. Action.
Frost Touch
Costs 1 Intellect point
Your hands become so cold that the next time you touch a creature, you inflict 3 points of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of damage from the cold. Action for touch; enabler for weapon.
Cyphers
Zero Point Field Level 5
Renders an inanimate object outside the effects of most energy for one minute. This means the object cannot be harmed, moved, or manipulated in any way. It remains in place (even in midair). Fantastic
Blackout Level 4
An area within immediate range of the user becomes secure against any effect outside the area that sees, hears, or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying sensors, and other direct surveillance methods are also rendered inoperative within the area for a day. Manifest
Poison (Emotion) Level 6
The victim feels a specific emotion for one hour. Roll a d100 to determine the emotion. (Most poisons are not considered cyphers, except for a very few that are unique.) Rolled a 3. Anger. Likely to attack anyone who disagrees with them. Very hard to interact with; all such actions are hindered by two steps. Manifest
Limit of 3
Appropriate clothing, plus one expensive item, two moderately priced items, and up to four inexpensive items of your choice.
Spellbook (Expensive item) maybe a wand, staff, orb, book, or amulet,
Spellcasting focus
Armor
1
Money
0
A Evoker is also known as a Adept

Evoker
You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities. (“Magic” here is a term used very loosely. It's a catch-all for the kinds of wondrous, possibly supernatural things that your character can do that others cannot. It might actually be an expression of technological devices, channeling spirits, mutations, psionics, nanotechnology, or any number of other sources.)

Skeptical
You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a "doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often benefited from questioning the statements, opinions, and received knowledge presented to you by others.

Human
You are the definition of the average humanoid. As a group, they have average might, speed and intellect. But behind the average human lies a saga of untapped potential, a story poised to leap the bounds of the ordinary and venture into the realm of the extraordinary.

Masters Spells
By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Choose how you became involved in the adventure:
- You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.
- You were following one of the other PCs because you were suspicious of him, which brought you into the action.
- Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.
- You need money to fund your research.


You hail from a distant place where you were well known and regarded, but people here treat you with suspicion.
Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other focus-provided attribute. You would like to train them, but you're not necessarily qualified to teach (that's up to you), and they might not be interested (that's up to them).
Possible player intrusions based on your character type:
Advantageous Malfunction
A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.

Convenient Idea
A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you're facing.

Inexplicably Unbroken
An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.

Insightful
+2 to your Intellect Pool.
Granted from Skeptical

Possible GM intrusion from your focus:
The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

XP Advance
12xp granted, as Sally must read her spellbook to prepare spells,  and also must have her spellcasting focus to hand, to cast spells.
XP was spent to advance:

Increasing her intellect edge.
Effort.
Gaining Frost Touch (swapped out Resonance Field).
Face Morph
available from Has A Thousand Faces
(Transform)
You alter your features and coloration for one hour, hiding your identity or impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone else's face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a human morphing into a humanoid alien). Action. page 138 of Cypher System Rulebook