< Cherry | The Crew | Deimos >
Attributes | ||||||
ST | 7 | [-30] | HP | 7/7 | [0] | |
---|---|---|---|---|---|---|
DX | 10 | [0] | Will | 18 | [5] | |
IQ | 17 | [140] | Per | 15 | [-10] | |
HT | 9 | [-10] | FP | 16/16 | [21] |
Advantages - Disadvantages - Psionics
Basic Lift: 9.8 lbs Basic Speed: 4.75 [0], Basic Move: 4 [0] Damage: Thrust 1d-3, Swing 1d-2 Defenses: Dodge 7-, N/A Languages [6]: Clantongue (Native), Daevonic (Accented), Ritong (Accented) Reactions: -1 from Appearance.
Condtional: +1 from "Merchant" when buying or selling, +2 from Social Stigma (Psi) from other Psi's, +2 from Sense of Duty (Psi's) when in dangerous situations if trait is known, +1 from Workaholic (some of the time), +3 from Claim to Hospitality (Merchant Clans) when with members of the same group. -2 from Social Stigma (Psi) when around non-Psi's, -1 from Stubbornness, -1 from Workaholic (other times).
< Gideon Notes? | Gideon Page | Gideon Equipment >
Skills | |||
Skill/TL (Specialty) | Level | Rel. Lvl | Cost |
---|---|---|---|
Acting | 18- | IQ+1 | [4] |
Area Knowledge (Sirius Pocket) | 19- | IQ+2 | [4] |
Body Sense | 7- | HT-2 | [1] |
Brainwashing/11 | 15- | IQ-2 | [1] |
Current Affairs/11 (Business) | 17- | IQ+0 | [1] |
Diplomacy | 16- | IQ-1 | [2] |
Economics | 16- | IQ-1 | [2] |
Fast-Talk | 15- | IQ-1 | [1] |
Finance | 17- | IQ+0 | [4] |
First Aid/11 (Human) | 18- | IQ+1 | [2] |
Free Fall | 9- | DX-1 | [1] |
Guns/11 (Pistol) | 12- | DX+2 | [4] |
Interrogation | 18- | IQ+1 | [3] |
Intimidation | 19- | Will+1 | [4] |
Law (Merchant Clans) | 16- | IQ-1 | [2] |
Linguistics | 15- | IQ-2 | [1] |
Market Analysis | 17- | IQ+0 | [4] |
Mathematics/11 (Statistics) | 17- | IQ+0 | [4] |
Merchant | 18- | IQ+1 | [4] |
Psychology (Human) | 15- | IQ-2 | [1] |
Research/11 | 16- | IQ-1 | [1] |
Savoir-Faire (High Society) | 17- | IQ+0 | [1] |
Smuggling | 18- | IQ+1 | [4] |
Spacer/11 | 17- | IQ+0 | [1] |
Streetwise | 18- | IQ+1 | [4] |
Vacc Suit/11 | 9- | DX-1 | [1] |
Claim to Hospitality (Merchant Clan)
You were raised by one of the Merchant Clans, which controls lots of the shipping in this section of space. In an appropriate situation you can expect to be able to find a member of your clan after 1d-1 hours of searching on a 14-. You can ask for and expect assistance from the members of your clan: mostly in the form of food, shelter, advice, introductions and small loans. However, this cuts both ways: You are expected to treat members of your clan to the same courtesy. You receive a +3 Reaction bonus amongst members of this group. [5]
Hard to Kill 2
Largely as a measure of pure damn willpower, you're remarkably hard to kill despite your somewhat frail constitution. You receive a +2 to any HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death. If this bonus makes the difference between life and death, you collapse apparently dead but still hanging on. A successful Diagnosis roll confirms the truth. [4]
High Pain Threshold
You never let yourself feel pain as much as other people do. You never suffer shock penalties when injured, and are at +3 to all HT rolls to avoid knockdown and stunning. If you are being tortured physically you get a +3 to resist. You get a Will+3 (20-) roll to ignore pain in other situations, with the GM's permission. [10]
Language Talent
You have a knack for languages. Whenever you learn a language at a given level of comprehension, you automatically function as if you were at the next-highest level. I.e., when another person would speak a language at "Broken", you speak it at "Accented". [10]
Telepathy Talent III
You are a Class A Telepath, benefiting from both a strong natural talent (if not as strong as some; such as your brother) and a great amount of skill. This adds +3 to all of your Telepathy skills and allows you to learn additional Telepathy abilities in play. [15]
Perk: No Degeneration in Zero-G
A couple months after you started running for your life, you noticed that you were losing muscle and bone mass due to the time you'd spent in Zero-G. This surprised you, as you're fairly sure that you'd gotten a Calcium Hack genemod at some point in the past. None the less, you got another one. [1]
Perk: Pet (Cat)
You own a small, ordinary pet cat named (NAME). It might provide the occasional minor benefit, but nothing normally worth points, with the side-benefit that you don't have to worry about the GM inflicting any horrible fates upon it. [1]
Addiction (Psidoral)
You are addicted to Psidoral, a very expensive drug that was accidentally developed while chemists were trying to develop a drug to help Young Psi's control their powers. It is mainly effective on Telepaths, and is a very powerful Depressant and Telepathy-repressive. It is typically injected, in which case there is no delay. Roll vs. HT-4 to resist. Failure incapacitates the user for hours equal the margin of failure. This is a Daze effect; you're conscious but don't want to do anything for the duration except stand there in a pleasant haze and maybe go to sleep. None of your Telepathy skills can exceed 9- until this drug wears off. The sudden quiet of the mind, even among Telepaths who routinely block out most outside thoughts, is supremely relaxing and this drug is totally addicting (-10 to Withdrawl rolls). It's illegal on most worlds; a dose costs 375 credits on most worlds. [-40]
Appearance (Unattractive)
While there's no specific flaw you can put your finger on, you look vaguely unappealing. Your reflection in the mirror even dismays you, sometimes, as if part of you knows you should look very different. This gives a -1 on reaction rolls. [-4]
Duty (Crewman)
You are a member of the Cherry Blossom's crew, under Captain Kirke Esmebrythe. You are quite often "on duty" (12-), and the job often involves significant risks. [-10]
Enemy (PSI)
You woke up two years ago back at your home in Sirius, your memories somewhat scrambled, knowing that you had to run because the Psionic Studies Institute was coming for you. Sure enough, since then, you've run into agents of PSI on several occasions, even clashed with them on occasion but so far escaping. They seem serious about it, too, willing to go to a lot of trouble to get their hands on you. You need to find out what they want... [-30]
Enemy (Brother)
...and you need to find your brother. You haven't seen your brother, Courtney, since you went on the run but you've been looking out for him. You only hope that they haven't gotten him, because you're not sure you'd be able to get him out of PSI's Headquarters on Sirius. You also have some questions to ask him, as you're fairly sure that he's the reason your memories were a bit scrambled when you woke up two years ago. [-4]
Secret Disadvantage
Neither the character, nor Joel, knows what secrets lurk under this disadvantage. [-25]
Sense of Duty (Psi's)
You've got a lot of empathy for other Psi's, and will do whatever you can to help them. You'll never betray a fellow Psi, never abandon them when they're in trouble and won't let them suffer or go hungry when you can help them. You've found yourself in situations like that yourself, after all. Sometimes this can get taken advantage of, but it'll take a lot to break your commitment. Others react at +2 when this comes into play, if they know about this trait.[-10]
Social Stigma (Psi)
In general, people aren't comfortable around psychics. Especially telepaths. While there are a few places that are out and out hostile to psi's, many more people are just uncomfortable with the things a Psi can do and treat them at a distance. Even among Spacers, a Psi tends to be somewhat... other. Blanks react to you at -2; other Psi's react at +2 when thrust together in situations that play on your outsider status.[-10]
Stubbornness
You always want to get your own way. Make yourself generally hard to get along with -- roleplay it! Your friends may have to make a lot of Fast-Talk rolls to get you to go along with perfectly reasonable plans. Others react to you at -1. [-5]
Wealth (Struggling)
Between running for your life, your Psidoral addiction and suddenly leaving your last job two stops back, your funds are getting low. It doesn't help that you haven't been able to access your Bank Accounts; PSI must have cut off your access somehow. You're worth about 35K credits, including all your possessions. [-10]
Workaholic
You tend to drive yourself past your limit, finding it hard to relax and turn away from your work. You always work at least half again as long as a normal working day. Most people react to you with respect at first and have a +1 to reaction rolls, but eventually you suffer -1 or -2 to reactions, especially from friends and loved ones who rarely get to spend time with you. Often, the only way you can relax is with a dose of Psidoral. The worse part is, both this tendency and your stubbornness have gotten much more pronounced lately, because of all of the stress in your life recently. [-5]
Quirk: Attentive
You tend to stick to one task until it's done. You get a +1 bonus when working on lengthy tasks, but -3 to notice any important interruption. [-1]
Quirk: Careful
You're naturally cautious, always on the lookout for danger. You dedicate extra time and money to preparations before venturing into a dangerous situation. [-1]
Quirk: Proud
Individual success, wealth, or social standing concerns you greatly. You react poorly to orders, insults or social slights. [-1]
Telerecieve VI
You can read another person's thoughts - and probe further into his memories and subconscious. In order to use this power, you must make a Quick Contest of your Telerecieve skill versus the subject's Will. You have no real limit in range, though you need to find a target with Telescan first if you cannot see him. If you lose you can try again later, but your penalties for repeated attempts (and the FP cost for such) is tripled if you try again within 5 minutes and doubled if you try again within the hour. If you win, you are inside his head and can overhear his surface thoughts, including any telepathic conversations he's in. This gives you a +4 to Detect Lies, Fortune-Telling, and Psychology rolls against the subject. You also receive +4 to detect an imposter and +2 to other rolls where knowing what the subject is thinking would be useful, and reduces penalties from his feints and Deceptive Attacks by -1. You can stay in his mind as long as you'd like. You can also probe further into someone's thoughts with a second of concentration and another Quick Contest. If you when you can get an honest answer to any question from the subject's mind, and you only suffer from repeated attempts if you ask the same (or a very similar) question. [75]
Telesend VI
You can project your thoughts into another person's mind. Make a skill roll; if successful, the subject hears your voice in his head. You can also send mental pictures, at about the same speed and accuracy as if you were drawing it yourself. You can use this power blind, with a penalty depending on how well you know the person involved. If you successfully contact your subject you can then use other Telepathy powers on them, such as Telerecieve. You have no range penalties when using this ability. In general, Telescan is better at making contact for "offensive" purposes, since anyone can voluntarily mute your presence in their mind if you simply used Telesend. If they did such your voice is only a whisper in the back of their mind and you cannot use other abilities on them. [42]
Instill Fear IV
You can project pure fear and terror into someone's heart; the subject must be able to see or hear you. Roll a Quick Contest of skill versus his Will, with the subject at +1 for every previous time you've used Instill Fear on him in the past 24 hours (victims eventually get used to it). If you win, he must roll 3d on the Fright Check Table (p. B360), adding your margin of victory! If you tie or lose lose, you cannot try to Instill Fear in that subject again until 24 hours have passed. You must be within 10 yards to use this power on a target. [27]
Mental Blow VI
You can overload someone's brain with a powerful psychic attack, which doesn't necessarily do damage but inflicts harm none the less. If you win a Quick Contest of skill vs. his Will, he is stunned. On subsequet turns, he can roll against Will to snap out of it. Range is the same as for Telerecieve (see below) [38]
Mind Shield IV
You have a mental shield that protects you from mental attacks and attempts to locate you. Add your Mind Shield levels to your Will (or appropriate other attribute) when resisting any form or mental attack or intrusion. In addition, you may resist any attempts to locate your mind by using Mind Shield skill plus your Mind Shield level. In addition, and unlike the average person, you know if you successfully resisted an intrusion and which ability was used upon you. This gives a +2 bonus to an immediate Telepathy sense roll to locate the source. [16]
Telepathy Sense IV
You can sense nearby psionic activity as a passive sense. The GM rolls against your skill, minus range penalties (p. B550), whenever anyone uses a telepathy power. On a success, you're aware of it, precisely where it came from, and what ability was used. A follow up roll will tell you if you're sensing the telepath or subject/victim. This is not a 'targetting' sense, however, in that you cannot follow up this information with an ability of your own without first locating him via Telescan or Telesend. [16]
Telescan V
You can search for the mind of anyone you know. Your skill is at +2 for a lifelong friend or relative, no penalty for a normal, close friend, and -2 for an acquaintance or hated enemy, and at -5 for someone you just met. If the subject does not want to be found and has a Mind Shield, he resists with its skill plus power level. You have no range penalties for this power, but it cannot reach interstellar distances. A successful roll tells you the subject's exact position and lets you use further telepathic abilities on him at no penalty.
Perk: Avatar
You can project a mental image to accompany your telepathic abilities. This is a unique "fingerprint" associated with your mind, allowing you to quickly and easily identify yourself if there is any doubt as to your identity and it helps determine the impression left with the people who don't know you as well. You can hide your avatar, if you wish. You can also change aspects of it, but its fundamental concept remains the same. [1]
Perk: Synchronize
You may "sync up" with anyone you are in telepathic contact with. This lets you finish each others sentences and perform actions in perfect timing, which is useful when you each must do something at precisely the same time. You and he can "form up" for various tasks (such as coordinated attacks or teamwork actions) instantly, without requiring Ready or Wait manuevers. Both you and your brother had this perk, and often used it, while growing up. It was your first telepathic talent. [1]
Perk: Tactical Reading
While you are using Telerecieve on a foe, instead of reducing penalties from his Feints and Deceptive attacks, you have a flat +1 bonus to defend against all of his attacks. [1]
Psionic Skills | |||
includes talent bonuses | |||
Telerecieve | 22- | IQ+5 | [12] |
+ Deep Probe | 14- | Skill-8 | [0] |
+ Multiplicity | 22- | Skill+0 | [6] |
+ Universal | 19- | Skill-3 | [3] |
Telesend | 21- | IQ+4 | [8] |
+ Full Communion | 19- | Skill-2 | [0] |
+ Send Senses | 19- | Skill-2 | [3] |
+ Universal | 18- | Skill-3 | [3] |
Instill Fear | 21- | Will+3 | [4] |
Mental Blow | 24- | Will+6 | [16] |
+ Neurological Damage (Paralysis) | 24- | Skill+0 | [5] |
+ Neurological Damage (Seizure) | 23- | Skill-1 | [4] |
+ Neurological Damage (Agony) | 22- | Skill-2 | [3] |
Mind Shield | 20- | Will+2 | [2] |
Telepathy Sense | 17- | Per+2 | [2] |
Telescan | 19- | Per+4 | [8] |