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 (6 +6 in armor) ;
ISP: 30
Skills:
Psionics 1d12 (1)
Knowledge: Electronics 1d6 (2)
Knowledge: Computers 1d6 (2)
Shooting 1d6 (2)
Fighting 1d4 (1)
Driving 1d6 (2)
Streetwise 1d6 (2)
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
Triax T-12 Field Medic Body Armor
- +1 Toughness, +6 Armor, no Str min, 10x magnification, thermal vision, night vision, 10 mile radio, full env, +2 Healing rolls
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).
Body Armor
Roll result 20
Description: Choose any one (1 - Choose any armor: Triax T-12 Field Medic)
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