Zylphyr

Zylphyr

Quantum
Willpower
Taint

Quantum Pool 32
Willpower Pool8
Initiative 14
Running17 m
Sprinting35 m

Bashing Soak32
Lethal Soak24

Physical

Strength
Mega
Brawl
Might

Dexterity
Mega
Athletics
Drive
Firearms
Legerdemain
Martial Arts
Melee
Pilot
Stealth

Stamina
Mega
Endurance
Resistance

Mental

Perception
Mega
Awareness
Investigation

Intelligence
Mega
Academics
Bureaucracy
Computer
Engineering
Intrusion
Linguistics
Medicine
Science
Survival

Wits
Mega
Arts
Biz
Rapport

Social

Charisma
Mega
Command
Etiquette
Perform

Manipulation
Mega
Interrogation
Streetwise
Subterfuge

Appearance
Mega
Intimidation
Style

Backgrounds

Allies
Attunement
Backing
Cipher
Contacts
Dormancy
Eufiber
Followers
Influence
Mentor
Node
Resources

Powers

Armour Tier 2 Impervious Mastery Linked to Decreased Density (3) 3 auto successes
6 soak vs Bashing and Lethal. Permanent.
Decreased Density Tier 2 Reduced Quantum Cost
  • Rank 1: +1 Dodge die; ooze through solid matter at 1 cm/turn.
  • Rank 2: Half physical damage; +2 Dodge dice; pass through matter at 1 m/turn.
  • Rank 3: Ignore physical attacks; +3 Dodge dice; walk through solid objects.
  • Rank 4: Immune to physical attacks; half energy damage; +3 Dodge dice.
  • Rank 5: Immune to everything except psychic attacks; +3 Dodge dice.
Flight Tier 2 Mastery Reduced Quantum Cost Dexterity
Fly 44 meters per action, or 350 kph outside combat.
Invisibility Tier 2 Reduced Quantum Cost Linked to Decreased Density (3) Wits, Quantum auto successes
Become invisible. Observers may roll Perception + Awareness only if they have reason to suspect someone is present; otherwise, no detection roll is permitted.
Sensory Shield Tier 1 2 auto successes
Cancels 4 successes from Strobe attacks and other sensory-disabling effects, such as tear gas. Permanent.
Telekinesis Tier 2 Mastery Reduced Quantum Cost Dexterity, Quantum auto successes
Range: 70 meters.
Lift: Total successes (including Quantum automatic successes) determine capacity:
  • 1–5: 50 / 100 / 200 / 500 / 1,000 kg
  • 6–10: 2,000 / 5,000 / 10,000 / 25,000 / 50,000 kg
  • Each additional success doubles capacity.
Move: 10 meters/action.
Restrain: Opposed by target's Might; ties favor Telekinesis.
Throw: Treat Telekinesis successes as Might successes for throwing.
Strike/Crush: One soakable bashing health level per activation success.
Guide projectiles: Distribute up to 1 bonus dice between attack and damage.
Fine manipulation: Requires the relevant Dexterity-based Ability; every 2 Telekinesis successes count as 1 task success.
Limits: Cannot lift yourself or be pulled by objects held telekinetically.

Enhancements

[Dexterity] Cat-Footed Spend 1 Quantum to gain 3 Automatic Successes on any Stealth or Stealth related ability check.
[Stamina] Adaptability Immune to environmental effects, no Quantum expenditure required.
[Stamina] Resiliency (Mega Stamina) Double Mega Stamina Soak, no Quantum expenditure required.
[Stamina] Resiliency (Stamina) Double Stamina Soak, no Quantum expenditure required.

Body Modifications

No body modifications.

Description

At a glance, he looks like any athletic young man in his early 20s—lean but strong, with shoulder-length brown hair that never quite settles, shifting as if caught in an unseen breeze. But the longer you look, the less real he seems.

His body is always trailed by wisps of cloud-like vapor, curling lazily in the air behind him with every step, dissipating like mist before reforming a second later. Sometimes, when he moves too quickly, his entire form blurs, as if reality is struggling to keep up with his presence.

Then there are his eyes—pale, storm-lit irises that spark with faint traces of electricity when his emotions rise. It’s not a trick of the light. It’s real. Tiny arcs of static flicker and dance across his pupils, bright enough to be seen in the dark. If you catch him in a moment of stillness, you might notice something even stranger—there are times when you can see right through him, as if his entire being is just an illusion, a trick of light and vapor pretending to be human.

And yet, despite the otherworldly disturbances that surround him, his expression is always calm—like someone who has long accepted that he no longer belongs fully to the material world.

Aberrations

Electric Sparks from Eyes, Partial Transparency, Fog Wake