Annabelle Cyrington
Character Info
Class: Brainiac
Level: 5
Owner: Aleyanna (Tim)
Need 4 more completed missions to reach level 6 (10 recorded).
Completed Missions: 10
Earned: 22
Spent: 20
Remaining: 2
Perks earned: 5
Perks spent: 4
Perks remaining: 1
Personality
Recent Missions
-
Ekhatin's First and Last Race
Sep 29, 2026 - success -
Banyan Binding
Sep 7, 2026 - success -
JCN and the Glowing Algorithm
Jun 6, 2026 - pending -
Behold, A Mole!
Feb 15, 2026 - success
Stats
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
Baseline Might
Lift your own bodyweight.
Baseline Resilience
Survive several minutes of severe bleeding.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
+ Sensory
Detect a subtle change in wind speed/direction.
Baseline Reflex
Climb a rope.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
++ Luck
Happenstance: Find a useful object convenient to hand.
Class Abilities
Pitch a novel piece of information about a relevant person, place, or similar.
Order an underling to perform a simple physical task for you with untroubled compliance.
- Essence Cost
- Low
- Max Duration
- Low
- Cooldown
- Mid
Paired Action: Issue a command in a smug or imperious fashion.
- Impact scales Low–High on how unimportant the target is (Mid at maximum when targeting an enemy).
- Compliance ends as soon as the task is performed.
- You may Pitch how the attempt to complete the task goes completely wrong for your character while the target remains unscathed; if you do so, this Ability’s Cost and Cooldown are negated.
Pitch a physical weakness or character flaw in an enemy and pontificate about it at length, compelling the target to pay attention and not interrupt your monologuing.
- Essence Cost
- Mid
- Cooldown
- Mid
Paired Action: Gloatingly explain for a Low Duration how you learned of and plan to exploit the Pitched weakness.
- If the Pitched weakness would logically apply to multiple present enemies, all of them may be affected by the compulsion, though doing so increases this Ability’s Cooldown to High.
- If the Paired Action is interrupted, this Ability’s Impact is reduced to Low (normally Mid).
Reveal and activate an elaborate, single-use contraption from a Pitched hidden location, no matter how implausible.
- Essence Cost
- Mid
- Max Duration
- Low
- Cooldown
- Low–High
Paired Action: Gleefully introduce the contraption and explain it at length; activate it only after you finish doing so.
-
The contraption’s nature and capacities are also Pitched and must be thematically appropriate to the user.
- The contraption’s actual Impact, once activated, scales Low–High on the size of the user’s audience. (e.g. A giant robot revealed to a large crowd could operate as intended with High Impact but would break or go awry if revealed to just a handful of people, yielding only Low Impact.)
- After being used, the contraption will break, run out of power, or otherwise be rendered defunct. Duration scales as appropriate to the contraption's intended function.
Signature Gear
Posh academic attire.
Holds published books and basic office supplies local to the mission’s setting or the owner’s Backstory, accessed via a Pitch. If a book this produces is badly damaged or lost, the Pitch effect is put on a Mid Cooldown
Allows the owner to speed-read at an astounding rate (beyond High Impact). Behaving helplessly as a result of breaking or losing the glasses will make enemies see the owner as less of a threat (Mid Impact).
Full-body suit of mechanized armor with an obvious weak spot. Stored in a compact briefcase, deployed to encase the user over several seconds and retracted at will.
- Battery Life
- High
- Protection
- High
- Encumbrance
- Low
- Pitch a physical Mid Boost for this suit to convey its owner (strength, jumping distance, etc.) as well as a thematically related Mid Impact malfunction incurred in the process, both of which reset when the suit is retracted.
- If damage is sustained to this suit’s weak spot, Pitch a High Impact malfunction (which does not reset).
Small implant embedded in a finger.
-
The owner may interface with technology or comparable objects through prolonged contact.
- Up to a Mid Duration, scaling on how complex and tamper-proof the target is.
Miniature single-use rockets, powerful enough to carry a person’s weight.
- Quantity
- 5x
- Speed
- High
- Flight Duration
- Low
- Affixable to any solid object.
- Whenever used, Pitch a Low Impact malfunction.
- Explode upon collision, causing Mid Damage.
High-tech gauntlet, which may fire a continuous beam.
- Uses
- 3x
- Range
- Low
-
Any target struck by this beam is frozen in space while it is held on them, during which time they are immune to harm (Low Max Duration).
- Beings who fiercely struggle may break free early (even within seconds), though this is rendered less likely if the owner harangues them while they are frozen.
Hapless trainee, bordering on incompetent, highly dependent on their mentor for direction and loath to endanger themselves. Equipped with notebooks, writing implements, and similar.
Ability Perks
Behold!
- Patented Product Production: If a teammate is in low distance, Behold, will produce a copy of the item for them.
Appearance
19 years old, 5'2", 110 pounds, slim build. Black hair in a small ponytail, she wears a white lab coat, and under it is a brown blazer, brown slacks, and fancy boots. Her powersuit is a little on the bulkier side, and when it is active, one would note a glowing weak spot in the front, down around the midsection. Otherwise, what she has on her is stowed in her lab coat.
Background
Annabelle is a child prodigy. She is a genius in her own right. She graduated high school early, and got her Masters from Cinderbrook University when she was 18. They immediately gave her a teaching position in physics, and even that was not enough for her genius. No, that was when the Enclave came calling, and she gladly accepted, if only to enlighten more minds.
Flavor
Specialist in physics and nanotechnology. But mostly physics!
Cinderbrook University has your West Coast Southern California vibes. So imagine people are surfing, biking/skating, etc. when they aren't cramming books.
She's a friendly rival to Sarah Albion (my inventor)
- Sparrow's Flight: Working with a fellow brainiac and a thane, Annabelle helps free a computer AI. The vibes help immensely between the pair.
- Peaches & Greens: Annabelle and company need to help get a formula working for a royal apothecary. And apparently, the machine has an AI inside. Thankfully, Annabelle knows what she is doing!
- Mad 9: Snowblind: Annabelle, Viktor, and No. 9 save Christmas. By causing so many avalanches!
- Train Breaks the Deep: Annabelle and team go to an oil rig to uncover some mysteries. And also stop a train trying to careen with it.
- Behold, a Mole!: Mole creatures are stealing robots. Annabelle helps in finding them.
- Do Dreamers Dream of Waking: Dreams, time loops, and more! Annabelle and team convince a dreamer to wake up, in space.
- JCN and the Glowing Algorithm: Supercomputer shenanigans. Annabelle and two other brainiacs convince the supercomputer to work with researchers.
- Space Siren's Swan Song: On a deserted planet, Annabelle and team need to get a crew back home. Repair the shuttle, then send them on their way.
- Banyan Binding: Insurgents overtook a launch site. And the reactors are going crazy. The science is done to bring order to chaos.
- Ekhetin's First and Last Race: Help an old gladiator win a chariot race. Annabelle just uses a bunch of thrusters, attenuators, and books to get it to work.
Level Up — Annabelle Cyrington
Current level 5. Promoting to level 6 requires 4 more completed missions (10 / 14 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.
- Patented Product Production: If a teammate is in low distance, Behold, will produce a copy of the item for them.