Ionis
Character Info
Class: Brainiac
Level: 4
Need 4 more completed missions to reach level 5 (6 recorded).
Completed Missions: 7
Commissary Reward: 4
Perks earned: 3
Perks spent: 0
Perks remaining: 3
Personality
Recent Missions
-
A Worm in the System
Sep 5, 2026 - success -
Penny's Penguin Problems
Jul 7, 2026 - success -
Penny's Penguin Problems
Jul 7, 2026 - success -
JCN and the Glowing Algorithm
Jun 6, 2026 - pending -
Birth of a New Evolution
May 22, 2026 - pending
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Might
Crush an apple one-handed.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
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
Smell poison in a drink.
Baseline Reflex
Climb a rope.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
+++ 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.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Reveal and activate a complex mechanical contraption that you somehow created and placed in advance.
Essence Cost: Mid
Cooldown: Low-High
Paired Action: Gleefully introduce the contraption, explaining at length how it works; activate it only after you finish doing so.
- The contraption’s capacities and location are both Pitched. Unlike normal, plausibility does NOT determine success— the contraption’s presence can be unlikely past the point of absurdity so long as it can be revealed from a hidden location and it fits your character’s established theming.
≫ Eg. Opening a closet door to reveal a dangerous robot is completely valid, even if there’s no possible way the robot could logically have gotten there beforehand. - The contraption’s theoretical potency scales on the size of the audience you introduce it to; it’s actual effectiveness scales on the length of your Paired Action, as does its Cooldown.
≫ Eg. A giant death laser could be revealed to a crowd of hundreds but not to a few dozen, and, unless monologued about at about for a few minutes, it would be likely to break, misfire, or similar almost immediately.
- 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.
Order a subordinate to perform a mundane task for you.
Essence Cost: Low
Duration: Low
Cooldown: MidPaired Action: Issue your command in a smug or belittling fashion, reinforcing your position above your target.
- Imposes an Altered State (pg31) of untroubled compliance in the target, making them go along with the command even if normally they’d be opposed to it (or even an outright enemy of the user). The target of this ability is rendered notably less competent and intelligent than normally while this lasts.
≫ Scales in potency on how much lower the target’s status is than the user and on how seemingly inconsequential the order is.
≫ Ends the moment the task is performed or once the Duration elapses if still unaccomplished. - The user may Pitch away in which the target’s tasked action wildly backfires; the target themselves will always emerge completely unscathed from this.
- 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.
Essence Cost: Mid
Cooldown: Mid
Paired Action: Announce the weakness and monologue at length upon how you learned of it and how you plan to exploit it.
- The targeted enemy cannot interrupt you during the Paired Action and their attention will be forcibly held. If you are interrupted or their attention is broken before you finish the Paired Action in full, this ability may have a much weaker result or fail outright.
- If the weakness you Pitch would logically apply to other enemies, you may target up to a small group of them with this ability, increasing its Cooldown to High.
- 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).
Signature Gear
Full-body suit of mechanized armor, offering High physical protection. Light weight to the user and boosts their strength, powered by a battery with Mid Duration (ejecting the user when depleted). Has an obvious weak spot that, if struck heavily, will break the suit.
- 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 in a finger that allows the user to interface with objects through prolonged contact, with potency scaling upon more complex targets. Mid max Duration. Especially vast, hostile, or protected objects may eject and/or mentally strain to the user.
-
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.
Set of 5 single-use rockets, rapidly accelerating to dangerous speeds and flying for a Low duration. Prone to misfiring, altering course, or even exploding, particularly if damaged or handled carelessly.
- 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.
A set of mechanical arms, stronger and much tougher but considerably less dextrous than regular limbs, ending in heavy grabbers. Once per mission, Pitch a tool to replace these grabbers (may swap back at will).
- Lightness Boost
- Mid
-
Pitch a tool to replace one or both grippers (1x Use).
- The owner may freely swap between the two for the rest of the mission.
Set of 5 small, safe-to-handle animals, stashed in indeterminant locations on your person. Pitch the critter as you reveal it while commenting on a behavior commonly associated with it; the critter will then promptly demonstrate said behavior.
- Quantity
- 5x
- Pitch a critter as you reveal it while commenting on a behavior it is known for; it will promptly demonstrate that behavior.
Level Up — Ionis
Current level 4. Promoting to level 5 requires 4 more completed missions (6 / 10 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.