ESPER

Gwendolyn Halsey
Code Name: Esper

Player: Isosheepington

 

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
28 CON 10 36 28 15-
10 BODY 10 0 10 11-
15 INT 10 5 15 12- PER Roll 12-
35 EGO 10 50 35 16- ECV: 12
15 PRE 10 5 15 12- PRE Attack: 3d6
23 COM 10 7 23 14-
6 PD 2 4 6/14 6/14 PD (0/8 rPD)
6 ED 6 0 6/14 6/14 ED (0/8 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
8 REC 8 0 8
56 END 56 0 56
28 STUN 28 0 28
6″ Running 6 0 6″
2″ Swimming 2 0 2″
1″ Leaping 2 0 1 1/2″ 155 Total Characteristics Points

Cost    Powers            END

48        Mental Powers:  Multipower, 60-point reserve, all slots Concentration (1/2 DCV; -1/4)

5u        1)  Brain Drain:  Drain EGO 2d6+1, Ranged (+1/2), Based On EGO Combat Value (Mental Defense; +1); Concentration (1/2 DCV; -1/4)           6
                        Notes:  This power is used to destroy … er … damage a target’s EGO.  It returns at the standard 5 points per post-12.  It will make a target much easier to read or control with telepathy or mind control.

5u        2)  Mental Domination:  Mind Control 12d6; Concentration (1/2 DCV; -1/4)          6
                        Notes:  This form of Mind Control requires verbal commands.

5u        3)  Telepathic Mental Domination:  Mind Control 9 1/2d6, Telepathic (+1/4); Concentration (1/2 DCV; -1/4)            6
                        Notes:  The Character is able to command a target telepathically and so, no one is aware of this action.

2u        4)  Mental Paralysis:  Entangle 2d6, 2 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; +1); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4)    5

5u        5)  Mind Blast:  Ego Attack 6d6; Concentration (1/2 DCV; -1/4)     6
                        Notes:  This is a standard Ego Attack and works against Mental Defence,

5u        6)  Psionic Assault:  Energy Blast 4d6, Based On EGO Combat Value (Mental Defense; +1), Does BODY (+1); Concentration (1/2 DCV; -1/4)  6
                        Notes:  This power allows the character to fire the target’s brain i.e. this attack does BODY.  Mental Defense is used to defend and BODY is counted as a normal Energy Blast, not as a Killing Attack.

5u        7)  Telepathy:  Telepathy 12d6; Concentration (1/2 DCV; -1/4)        6
                        Notes:  If the character only probes for surface thoughts it is possible that the target will never realize their mind has been read.  This would require the damage roll to exceed the targets EGO by +20.  Anything less than that, the target is aware of the action.

20        Mental Senses:  Elemental Control, 40-point powers

16        1)  Mind Hunter:  Mind Scan 8d6; Concentration (1/2 DCV; -1/4)   4
                        Notes:  Using Mind Scan to find the target in a small area, the character can then use any Power in the Multipower to attack the target.  Yes, that’s how Mind Scan works.

20        2)  Scanning:  Detect Minds (Mental Group) 15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Sense, Targeting Sense, Tracking
                        Notes:  The character is always aware of any intelligent mind within range and can determine how ‘strong’ (this means the EGO and mental defense)the mind is, if the mind has mental powers and extactly what those mental powers are.  Targets may NOT be attacked through this power like Mind Scan.

12        3)  Sensory Link:  Clairsentience (Sight, Hearing And Smell/Taste Groups), Mobile Perception Point; Only Through The Senses Of Others (-1/2), Blackout (-1/2)           4
                        Notes:  This power allows the character to latch on to the sensory system of any live target and see, hear and smell/taste anything the target does.  The target is not aware of this ‘intrusion’.  Also, the character is merely a rider and has no control over where the ride goes or what they do.  Attacks may NOT be made through this power.

14        Mind Shield:  Mental Defense (27 points total)

12        Telekinetics:  Elemental Control, 24-point powers

10        1)  Mental Force Field:  Force Field (8 PD/8 ED/6 Mental Defense), Costs END Only To Activate (+1/4); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)      2

13        2)  Telekinesis (3 STR), Affects Porous, Fine Manipulation (25 Active Points)        2

9          Group Mind Shield:  Usable Simultaneously (up to 8 people at once; +1) for up to 14 Active Points of Mental Defense; Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)   1
                        Notes:  Bestows on up to 8 others a big boost in Mental Defense (+14 points of Mental Defense to teammates etc.)

2          Mental Eye:  Mental Awareness, +2 to PER Roll

1          Group Mental Eye:  Usable Simultaneously (up to 8 people at once; +1) for up to 2 Active Points of Mental Awareness; Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)          1
                        Notes:  Allows the character to share ‘Mental Awareness’ with up to 8 others.  This allows them to see others using their normally invisible mental powers.

            Perks
12        Base Contribution:  Base

            Skills
0          AK: Home Town Area 8-
0          Acting 8-
0          Climbing 8-
0          Concealment 8-
3          Conversation 12-
0          CuK: Home Culture 8-
0          Deduction 8-
3          KS: Clairvoyance 12-
3          KS: Remote Sensing 12-
0          Language:  English (Idiomatic)
3          PS: Psychic 16-
0          Paramedics 8-
3          Persuasion 12-
3          Seduction 12-
0          Shadowing 8-
0          Stealth 8-
0          TF:  Bicycles, Small Motorized Ground Vehicles

Total Powers & Skill Cost:  239
Total Cost:  393
 
200+    Disadvantages
0          Distinctive Features:  Very Good Looking (Concealable; Noticed/approached/hit on; Detectable By Commonly-Used Senses)
15        Hunted:  Krypt Keepers 8- (Mo Pow, Harshly Punish)
15        Psychological Limitation:  Code vs. Killing: Will Kill Only Under Extreme Duress (Common, Strong)
15        Psychological Limitation:  Kindhearted (Common, Strong)
20        Psychological Limitation:  Protective Of Innocents (Very Common, Strong)
5          Reputation:  Known Cheater, 8-
5          Reputation:  Semi-Well Known Psychic, 8-
5          Rivalry:  Professional, Other Psychics, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
10        Social Limitation:  Statewide College Blacklist (Occasionally, Major)
15        Social Limitation:  Secret ID (Frequently, Major)
5          Social Limitation:  Seen as Charlatan (Occasionally, Minor)
20        Social Limitation:  Subject to Orders (Very Frequently, Major)
10        Watched:  Government 8- (Mo Pow, NCI, Watching)
10        Watched:  Local Police Bunko Squad 8- (Mo Pow, NCI, Watching)
0          Watched:  Anyone attracted to females 11- (As Pow, Watching)

43        Experience Points

Total Disadvantage Points:  393

Equipment END
Battlenet Earplug Comm Units: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x32); Only With Other In Battlenet Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Conditional Power Power Does Not Work In Water (-1/4), Does Not Provide Mental Awareness (-1/4)

Notes: Notes: This is a highly secure system that provides communications between all members carrying the identical device. It cannot be tapped or intercepted. If a unit is stolen the system is then open and vulnerable to the stolen unit.
0
Federal Police Warrant Card and Badge: Fringe Benefit: State Police Powers; OAF (-1)

Notes: Notes: These items are ‘proof’ of law enforcement association and can be stolen or forged.
EXPERIENCE POINTS
Total earned: 43
Spent: 43
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 393

Background/History:

Personality/Motivation:

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