L ÚCI OLúcio Correia dos Santos is an international celebrity and an underground hero. Building his way up from street corner performances to massive concerts, Lúcio’s music inspired and uplifted all across Brazil. When the multinational corporation Vishkar moved in and began to impose a sort of fascism on his nation, however, Lúcio answered the call. He stole sonic technology that Vishkar had been using to oppress, and weaponized it to rally others and fight back. After driving Vishkar out, Lúcio became an overnight success--a star playing music across the globe, idolized for his heroism. Lúcio continued the fight, doing good through his action and music. He seeks to do the same after the Great Collide, toppling evil corporations and fighting fascist regimes while inspiring others to stand up themselves.CHECKSRoll 3d10and take the highest result for checks to inspire or motivate, checks to write or perform electronic music, and checks to understand or recognize technology.Roll 2d10 and take the highest result for checks to dodge or avoid, checks involving speed or mobility, checks to hack or repair electronics (including locks and security systems), checks to repair or modify vehicles and other machines, and checks to persuade or engage in diplomacy.Roll 1d10 for anything else.XPWhen you manage to maintain your energy and optimism in a dire situation, gain 1 XP.Whenever you inspire someone to stand up for themselves, gain 3 XP.When you drive a soulless corporation or oppresive dictatorship away from a community, gain 5 XP.YOU BEGIN WITHCan’t Stop, Won’t Stop: Using projected hard-light “blades,” you can skate at incredible speeds. You have a permanent Haste effect. You can skate straight across vertical surfaces or across surfaces that shouldn’t be able to support your weight (such as water), as long as you maintain momentum. You are immune to the status effect Freezing(though you still take damage from extreme cold), and any other status effects that would affect your movement. You can be physically slowed (by mud, spider webs, quicksand, etc) but you cannot be completely stopped, stunned, or locked in place by anything short of an actual physical barrier (such as a cage, walls, pits, etc).LEVEL UP CHOICESAmp It Up: In order to take this ability, you must have already acquired at least one of your Crossfadeabilities. You are able to temporarily boost the power of your speakers, amplifying the results of your Crossfade technology. When you activate this ability, its effects lasts until the end of combat (or 1 minute, if out of combat). Your Crossfade [Healing Boost]ability now restores 3 HP instead of 1 HP per side action. Your Crossfade [Speed Boost]ability, in addition to granting a +1 bonus to dodge checks, grants the benefits of your Can’t Stop, Won’t Stopability to your entire party until the start of your next turn. They ignore the effects of Freezing and other movement-hindering statuses, they can run as fast as you normally skate, they can run across vertical surfaces, and so on. Shut Amp It Up down after using it once.Crossfade [Healing Boost]:Via speakers built into your stolen technology, you can play music that heals you and nearby teammates. As a side action, you can restore 1 HP to yourself and every ally within 25 feet of you. This ability cannot be used on the same turn as Crossfade [Speed Boost] or Reverse Amp.Crossfade [Speed Boost]:Via speakers built into your stolen technology, you can play music that increases the speed of you and your teammates. As a side action, you may grant you and all allies within 25 feet a +1 bonus to defense checks that involve dodging or avoiding. This bonus lasts until the start of your next turn. This ability cannot be used on the same turn as Crossfade [Healing Boost] or Reverse Amp.Floor is Lava:Your devices make you very fast and very agile, and you are very good at using your devices. You may automatically succeed on any non-combat check that involves physical speed, movement, balance, and/or maneuverability, such as leaping across a series of pits or working your way through a trapped room. After you use this ability, roll 1d10; on a 1-5, shut it down.Reverse Amp: You are able to play a distorted, reversed and layered iteration of your music, which negatively affects your foes. You may use Reverse Amp as a side action. All enemies within 25 feet of you take an automatic 1 damage that cannot be raised or lowered, and have their movement speed reduced by half until the start of your next turn. You cannot use this ability on the same turn as Crossfade [Healing Boost] or Crossfade [Speed Boost].Sonic Amplifier:You are able to launch rapid fire blasts of green sonic energy from your Sonic Amplifier, pelting a target with powerful sound waves. If you roll a 10 on an attack check with your Sonic Amplifier, you may inflict Silencestatus on the target. You must have this ability to unlock the next one:Soundwave: You are able to widen and empower the blasts from your Sonic Amplifier. You may attack a 15 by 15 foot square in front of you at no penalty, and all damaged enemies are pushed back 20 feet. As with Sonic Amplifier, if you roll a 10 on the attack check, you may inflict Silence on all those hit with Soundwave. After you use this ability, roll 1d10; on a 1-5, shut it down.Sound Barrier: You can send protective waves out from your amplifiers, granting you and all allies in the area a sonic shield. The shield given to each individual can absorb up to 5 damage before dispersing, and will also fade at the end of combat (or after 1 minute, if out of combat). Shut this ability down after it’s used once.