Character Sheet
Player Name: John
Google Handle: venatus.vinco
Private Jack Carter
Rank: Novice Experience: 0 Advances Left:
Race: Human
Iconic Framework: CS Army Infantry Soldier (MARS Variant)
MOS: Psychic Soldier
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 5; Toughness: 12 (6); Strain: 0
Skills:
- Driving d4
- Fighting d6
- Intimidation d6
- Knowledge (Electronics) d4
- Notice d8
- Shooting d6
- Survival d8
- Throwing d4
- Psionics d10
- One Eye (Major): –1 Charisma, –2 to rolls requiring depth perception
- Registered Psychic (Minor): Treated as a second class citizen.
- Quirk (Minor): Intolerant of psi-stalkers.
- Rapid Recharge (HJ):Regain 1 Power Point every 30 minutes
- Arcane Background: Psionics (MOS): 20 ISP, 3 Powers
- Major Psionic (MOS): Powerful psychic
- Double base ISP.
- Gain 10 ISP with Power Points Edge instead of 5
- Spend 2/4 ISP for +1/+2 to Psionics
- Spend 1/2 ISP to double/x10 range
- Double bonuses on ley line
- Master Psionic (Human): Mega powers
- Nullify (Dispel): This power manipulates electrical impulses in the brain, or mystic devices, disrupting magic and psionic activity. On a raise the power causes temporary muscle contractions and the target has to make a Vigor roll or be at –2 Parry until his next action.
- Power Leech (Drain Power Points): Victims are struck with painful electricity coursing through their body draining PPE or ISP on a raise the power causes temporary muscle contractions and the target has to make a Vigor roll or be at –2 Parry until his next action. Aka the Emperor Palpatine effect.
- Slow Heart Beat (Slumber): An electrical current slows the victim's heartbeat making them sleepy and forcing the victim to make a Vigor roll or suffer Fatigue upon waking.
- Summon Inner Strength (Armor): The psychic’s neurons fire at a stimulated rate hardening skin and moving the body faster than normal. Costs +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility die by one type.
- Electrical Weapon (Smite): Affected weapons crackles with electric energy which arcs to a foe’s exposed areas, ignoring some armor (AP 2) at a cost of +1 Power Point.
- Psychic Suppression (Exalted Dispel): A maelstrom of telekinetic and electrical energy engulf the area increasing the disruptive effect of the power. Additionally, on a raise the telekinetic forces make movement difficult and the target is considered to be on Difficult Ground.
- Psionic Siphon (PPE Thief): In addition to draining power points, and the psychic keeping ISP, the power also drains mental energy forcing the victim to make a Vigor roll or suffer Fatigue.
- Bio-Manipulation (Greater Slumber): The psychic causes a temporary sensory overload forcing the victims to collapse into sleep. On a raise the are also slightly deafened, making noise based attempt to waken them at -2.
- Psychic Body Field (Greater Armor): Provides an invisible telekinetic force field that adds +2 to armor against physical attacks but is dispelled by ion weapons.
- Precognitive Strike (Greater Smite): The psychic can reflexively see into his victim’s mind and occasionally gets a glimpse into what works the best against foes or a weak point in their movements. On a shaken or wound, roll a d6 on a 6 the smite attack changes dealing damage as if it were the creature’s weakness should one be applicable, if no weakness it gets a plus 4 damage as it struck a vital area with such laser like precision.