The GODI (&@%!#3$)
NAME: Jennson Karlsteiner | SUPERHUMAN TYPE: Psion | ORIGIN PATH: - Survivalist: Grew up with his Father an advent Survivalist who loved living in the old ways. |
ASPIRATION: Jennson strives to live in peace, though he will strive to help those in need. | ARCHETYPE: Mystic | ROLE PATH: Combat Specialist: Joined the and excelled at his combat training. |
DEFENCE: 1 | EXPERIENCE TOTAL: 150 | SOCIETY PATH: - Project Utopia: Was enlisted into Team Tomorrow. |
ARMOR: 1 | APPROACH: Resilience | POWER: Base Target Number = 8 |
PSI: * * * * * | PSI POOL: 50 / 50 | HEALTH: (Bruised -1): 3 / 3 | (Injured -2): 2 / 2| (Maimed -4): 1 / 1 | (Taken Out): 1 / 1 | DEAD | |
ATTRIBUTES |
Intellect: * * | Average Smarts, Every day guy. | Might: * * | Average, can lift/carry 375 lbs. | Presence: * * | Average, People usually remember you. |
Cunning: * * * | Skilled at keeping your eyes on your surroundings | Dexterity: * * | Average, you manage not to trip on door jams | Manipulation: * * | Average, you don't embarrass yourself during polite conversation. |
Resolve: * * * * * | Champion level Resolve. Zen Master or Expert Spy. | Stamina: * * * * * | Champion Level Endurance, you don't get sick and rarely feel tired. | Composure: * * * | Expert, You can usually tell when someone is lying. |
SKILLS |
Aim: * * * * * | (Spec: Rifles: Military) |
Athletics: * * * * | (Spec: Dodging) |
Close Combat: * * * | (Spec: Martial Arts) |
Command: * * | - |
Culture: * | |
Empathy: * * | - |
Enigmas: | - |
Humanities: | - |
Integrity: * * * | (Spec: Resisting Fear) |
Larceny: | - |
Medicine: * * * * * | (Spec: First Aid: Surgery) |
Persuasion: | |
Pilot: | |
Science: | |
Survival: * * * * * | (Spec: Wilderness and Desert) Versus Wild: Automatically find enough food and water for one person to survive one day in the wild. |
Technology: | - |
EDGES |
Small Unit Tactics: 2 | Gains 2 enhancements to use in combat maneuvers with his team. |
Always Prepared: 1 | Unaffected by losing an ambush check. |
Precise Martial Arts: 3 | Ignore 2 points of Targets armor but cannot use the weapons enhancement. Increase the Difficulty of their attack by +1 to gain +1 to Defense. Gains +2 to soft armor as long as they are aware of the close combat attack. If they are targeted for a grapple, the attack has +2 difficulty. |
Armor Expert: 1 | The Armor Expert gains +1 to any soft armor he dons. |
Endurance: 3 | The character gains an additional Bruised health level. |
Tough Cookie: 2 | The character gains +1 Soft Armor that stacks with other sources of Soft Armor. |
STORY POINTS |
Attributes: Starting: +25 | 9/7/5 | Resilience: 3 | Bonus (Stamina 1) |
Skills: +24 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 9 |
Edges: +12 | Starting Path Bonus: 6 | Awarded Path Edges: 6 |
Starting Psi Rating: 3 |
Paths: 6 | Starting Path 3 / Awarded Path Levels 3 |
Starting Mode: Vitakinesis: Latrosis 1 |
EXPERIENCE EXPENDITURE |
Attributes: +1 / Exp cost 10 |
Mega-Attributes: +0 / Exp cost |
Skills: +6 / Exp costs 30 |
Skill Tricks" +1 / Exp costs 3 |
Edges: Exp cost |
Path Edges: Exp costs |
Psi: +2 / Normal Exp cost 24 |
Aptitudes: +13 / Exp Costs 78 |
Spent Exp: 146 Unspent: 5 |