Player Name: Paul
Google Handle: paulshao80
Character Name: Jasco
Real Name: Jason Collingsworth
Rank: Seasoned Experience: 29 Advances Left: 0
Race: Human
Iconic Framework: MARS PCO Information Broker
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5 ; Toughness: 5; Strain: 0
Bennies: 3/3
Skills:
- Psionics d10 (4 Creation)
- Investigation d8+2 (1 Creation, d6 HJ, Investigator Edge)
- Knowledge (Battle) d8+2 (d8 HJ, Scholar Edge)
- Knowledge (Politics) d8 (d8 HJ)
- Streetwise d8+4 (1 Creation, d6 IF, Investigator Edge, +2 Charisma)
- Notice d8 (1 Creation, d6 IF)
- Knowledge (Computers) d8+2 (1 Creation, d6 IF, Scholar Edge)
- Knowledge (Science) d6 (d6 IF)
- Knowledge (Engineering) d6 (d6 IF)
- Knowledge (Business) d6 (d6 IF)
- Persuade d8+4 (3 Creation, +2 HJ, +2 Charisma)
- Piloting d6 (2 Creation)
- Driving d6 (2 Creation)
- Fighting d6 (2 Creation)
- Shooting d6 (2 Creation)
- Repair d4 (1 Creation)
- Common Knowledge d10
- Unskilled d4-2
- Code of Honor (Major): Character keeps his word and acts like a gentleman
- Bad Eyes (Minor): Unless wearing glasses, –2 to attack or notice something more than 5” distant
- Loyal (Minor): The hero tries to never betray or disappoint his friends
- (IF): Arcane Background: Psionics
- (IF): Scholar +2 to two different Knowledge skills (Battle, Computers)
- (IF): Charismatic Charisma +2
- (IF): I Know a Guy Once per session, invoke Connections
- (IF): Rich 5k credits, 2 rolls on equipment (exchanging for vehicle of choice: Black Market Roundabout ATV)
- (IF): Connections (Black Market) Call upon powerful friends (Streetwise, then Persuasion check)
- (IF): Connections (Native Americans) Call upon powerful friends (Streetwise, then Persuasion check)
- (racial): Killer Instinct Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
- (HJ): Investigator +2 Investigation and Streetwise
- (HJ): Command +1 to troops recovering from being Shaken
- (init): Leader of Men Roll a d10 as the Wild Die for subordinates’ group rolls
- (init): Tactician Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle
- (N2): Command Presence Increase command radius to 10”
- (N3): Robot Armor Jock No -2 penalty while piloting robot armor.
- (S1): Major Psionic
- (S2): Master Psionic
Master Psionic
ISP: 20
Recovery: 1 per hour.
All Powers:
- +2 ISP for +1 Psionics roll
- +4 ISP for +2 Psionics roll
- Range: Touch; Duration: 10 minutes (1/10 min)
- Trapping: While empowered, the recipient's voice is psychically infused with a melodic undertone (Splendor). This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.
- Effect: This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
- Range: Touch; Duration: 10 minutes (1/10 min)
- Trapping: While empowered, the recipients' voices are psychically infused with musical harmony. This soothes and eases tensions, calming minds to rationality, jolting them out of the distraction of battle. On a raise, provide an immediate free roll to recover from being Shaken.
- Effect: The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, affecting only those the caster wishes.
- Range: One mile; Duration : 3 (1/rd)
- Trapping: A semi-transparent tether reaches through astral space connecting psychic and recipient. For the duration of the effect, the recipient is momentarily shrouded in tendrils of semi-solid ectoplasm, a side-effect of the astral tether. This slightly obscures the character, making him (message recipient) -1 to be hit by ranged attacks.
- Effect: Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away. Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
- Range: Special; Duration : 3 (1/rd)
- Trapping: A semi-transparent tether reaches through astral space connecting psychic and recipient. For the duration of the effect, the recipient is momentarily shrouded in tendrils of semi-solid ectoplasm, a side-effect of the astral tether. This slightly obscures the character, making him (message recipient) -1 to be hit by ranged attacks.
- Effect: This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4. Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius.
Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
- Range: Touch; Duration: 3 (2/rd)
- Trapping: Wills himself into the form of a semi-transparent ghost. Freed of physical limitations, the psychic seems to move with unnatural speed (Jazz). On success, add +2 pace and on a raise, increase Agility one die type for duration of power.
- Effect: With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items. The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
- Range: Self; Duration: 1 minute (1/min)
- Trapping: Takes on the form of an ectoplasmic ghost. When passed through, victims are slimed. Targets require a Spirit roll (at -2 on a raise) to avoid suffering a -2 penalty to parry. This lasts until the slime is washed or burned off, which is an action (or being attacked by a fire trapping power).
- Effect: The caster is able to leave his body behind as his astral self— a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.