Okay, respecced Squidge to be techier. Her skills are broad, but not deep...but the real power comes from her Telemechanics. That gives her a +4 with skills used with or on computers or electronics. That means her Knowledge skills, Lockpicking for electronic security systems, and even Driving as long as the vehicle has electronic control systems. She has a little social skills, but Dawn is definitely the face now.
View attachment 83927
Character Name: Squidge
Rank: Novice
Experience: 15
Advances Left: 0
Race: Human
Iconic Framework: Mind Melter
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Charisma: +2;
Pace: 6;
Parry: 4;
Toughness: 5 (9 in armor) ;
ISP: 30
Skills:
Psionics 1d12 (1)
Knowledge: Electronics 1d8 (3)
Knowledge: Computers 1d8
Shooting 1d6 (2)
Fighting 1d4 (1)
Driving 1d6 (2)
Streetwise 1d8 (3)
Persuasion 1d4 (1)
Lockpicking 1d6 (2)
Hindrances
Overconfident (Major): "Yep, I can do this."
Delusional (Minor): "If I were in charge, I could get everyone to get along."
Wanted (Minor): A fugitive from a Coalition State.
Edges
Attractive (+2 Charisma)
Power Points (+10)
Rapid Recharge (recover 1 ISP/30 minutes)
Telemechanics (+4 to rolls involving electronics and computers)
Powers:
Armor 2ISP, +4 armor, touch, 3 rnds (1/rnd)
Greater Armor 5ISP, 10MDC, touch, 3rnds (1/rnd)
Entangle 2ISP, -2 Pace and Agi/Str skills (skills unusable on raise), 4ISP target MBT, Smrt "
Greater Entangle +2ISP, targets of Entangle are fully Entangled on any success (-4 to escape on raise)
Telekinesis (Str 1d6), 5ISP, lift creature or wield weapon at range using Spirit, Smrt ", 3 rnds (1/rnd)
Exalted Telekinesis (Str d12+2) 10ISP, really really strong, 2xSmrt ", 3 rnds (1/rnd)
Mind Reading 3ISP, vs target Smart, one truthful answer per use; target is aware unless raise
Mind Walk 6ISP, can explore deep memories or ask any question, 2xSmrt", 5 minutes (1/minute)
Telepathy 2ISP, 2 way mental communication w/willing target, -4 to contact if no sight
Exalted Telepathy 4ISP, within 1 mile contact allies with no roll or search for minds at no penalty or contact all minds at once, 3 rnds (1/rnd)
Illusion 3ISP, vs target Spirit, force target to sense things that aren't there or sense the environment differently, Smrt", 3 rnds (1/rnd)
Deadly Illusion 6ISP, 1 Wound can be done as part of an illusion, 2xSmrt ", 3 rnd (1/rnd)
Gear
ED-5 "Plastic Man" Light Security Armor
- +4 armor, full environmental, no Str min, 13lbs
NG-33 laser pistol
- 2d4+1 damage, 15/30/60" rng, RoF 1, AP 2, 20 shots, 4lbs
NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Credits: 1300
[sblock=Iconic Framework]Arcane Background: Psionics (20 ISP, d8 psionics, 5 powers)
Expanded Awareness: Detect Arcana at will, free action
Major Psionic: 2ISP +1 psionic skill, 4ISP +2 psionic skill; x2 on ley line, 10ISP per edge
Master Psionic Edge (mega powers)
Mental Resistance: +4 to resist psionics, +4 armor vs psionics
Complication: Quirk
Complication: Enemies
Complication: Feared (-2 Charisma towards those who fear mind melters)[/sblock]
[sblock=Hero’s Journey]Narrative Hook
Roll result 14
Description: Formerly associated with a Coalition State; fugitive now of course.
Hook:
1d20 14
Psionics
Roll result 8
Description: One power of any rank from own list (Telekinesis)
Psionics
Roll result 11
Description: 1 power autoraises on success (Armor)
Psionics
Roll result 11
Description: 1 power autoraises on success (Illusion).
Underworld and Black Ops
Roll result 20
Description: Choose any one (3-4 - Gain Knowledge: Computers at d8, and +2 to all electronic security rolls)
Hero's Journey:
4#1d20 20 8 11 11[/sblock]
Advances
Initial Advances: (From Hindrances): +1d Smarts, Rapid Recharge
Free Edge (Human): Attractive
Novice 1 Advance: Power Points
Novice 2 Advance: +1d Psionics
Novice 3 Advance: +1d Spirit
Seasoned 1 Advance: Telemechanics