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Jennson Karlsteiner
#1
The GODI (&@%!#3$)



NAME: Jennson KarlsteinerSUPERHUMAN 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: MysticROLE 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 / 50HEALTH: (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 surroundingsDexterity: * *Average, you manage not to trip on door jamsManipulation: * *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: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
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APTITUDES

PSYCHOKINESIS
Equilibrium: Protects against Environmental damage of extreme heat or cold. Allows the Psion to remain comfortable in all temperature conditions. They can extend this condition to others.
Nudge: This allows the Character to move one tiny object, but can spend one success to increase the size of to small.  They can move the item at a speed scale of 1, but may spend successes to increase it to scale of 2.
Cryokinesis: * *
Thermal Screen: Costs 1 psi point. This allows the Psion to exert their control over cold to counter fire attacks and effects.  The psion may roll psi + mode.  Successes counter an attackers heat or fire damage successes 1 to 1. This power can also be used to put out existing fires within psions range.
Ice Blast: Costs 1 psi point: Attack with a blast of Ice/Cold.  Damage rating is equal to the Mode. Has the Range tag and one additional tage which must be Combined Stun. Possible tags from extra successes are Aggravated, Destructive, Spread, Non-Lethal (For Cold Attacks), or Weighted for spikes of ice.
Perikinesis: * *
Kinetic Shield: Cost 1 power point. Can generate a shield that blocks physical attacks with a Defense equal to your Mode. Can be activated reflexively.
Energy Shield: Cost 1 power point. Can generate a shield that blocks energy attacks with a Defense equal to your Mode. Can be activated reflexively.

VITAKINESIS
Kirlian Eye: This allows the psion to detect flaws in any lifeforms pattern, such as sickness, damage, or other problems that life forms body is currently experiencing.
Knit: The psion automatically heals her most severe wound condition (7- Psi rating in hours) and this even effects Persistent wound conditions. As long as damage doesn't kill the psion outright they will always recover from any source of injury or disease in a few days.
Latrosis: * * *
Relief: Successes remove 1 point per success from Injury Conditions, Illnesses, or Status conditions that impose an increased difficulty. This last Mode dots in duration.
Accelerate: Success  rolled equal bonus Enhancements to resist damage from toxins, illness, or mental trauma and can divide the time needed to heal those afflictions by their Mode dots + Successes.
Mending: Costs 1 psi point. This allows them to heal a target by rolling Psi + Mode.  Bruised level = 1 success. Injured level = 2 successes, Maimed level = 4 successes, Status condition = 3 successes, Taken out or Dead (Life support only) = 5 successes.
Augendis: * *
Reinforce: If successful, the patient gains an armor value of Mode dot's/2, as well as reducing the damage rating of all toxins by the same amount and giving them enhancement in Mode dot's/2 to resist getting sick or taking damage from illnesses. They can also gain additional points of soft armor for 1 point per two successes.
Stoicism: May increase a defensive attribute by 1 per success.  May increase these attributes up to a total max rank of 7.  This can also be used to apply single type of resistance to a target vs environmental damages equal to their mode dots.  This only allows one type of environmental damage resistance at a time.

CLAIRSENTIENCE
The Sight: This allows the Clairsentient to be more keenly attuned to the subtle psionic fluctuations than their peers. In addition to the usual information gains from attunement, the psion can gain more detail information depending on the successes. This reveals psi traits, number of psi points and the aptitudes of those around them.  This also lets them detect the presence of Tainted zones and Aberrants, but not their exact location.
Extended Attunement: Add the clairsentients highest mode dots to their psi trait for the purposes of establishing her effective attunement dots and range. This also allows them to detect the presence of any focal crystals within range that contain messages and can spend a success to read those messages. The psion knows before she spends a success whether they have previously read the message.
Psychocognition: * * * *
Alertness: The Psion increases her defense by the amount equal to her mode dots. This also reveals hazards or complications that would affect the psion as a result of her current course of actions.
Least Resistance: Costs 1 psi point. This lets the character know the quickest path to their destination, such as the exit to a building, the nearest fire alarm, or where they left an object they lost. If the action requires a roll, they gain a pool equal to successes to spend on any appropriate enhancement.
Hinder: Costs 2 psi points. The character learns how their approach to a situation can hinder their opponent. Gains a pool equal to successes to subject +1 difficulty per success spent to hinder that opponents actions. Situations must make sense and be plausible and must be roleplayed the the psion. Knowledge of a thing does nothing without action.
Favorable Outcome: Costs 3 psi points. The character gains psi rating + successes for the remainder of the scene.  Each success gives them 1 re-roll they may use for the scene.  Once these successes are done, they cannot use this power again for the rest of the scene.









PATHS & CONTACTS
Survivalist: * * * -  Survivalist: Grew up with his Father an advent Survivalist who loved living in the old ways.. (Skills: Culture, Empathy, Humanities, Technology. Edges: Artistic Talent, Big Hearted, Library, Patron, Wealth.
Loretta (Lori) La'Fluer - Ancient Witch, (Known as the Goddess Eir) who resided in American, originally from 5000 BCE Norway. Also Jensen's mother.
Magnus Ragnarsson - Old Survivalist who lives in the same wood as Jennson.
The Green Woman, Associated Nature Spirits - An ancient Nature Spirit that turned out to be Danan. The mother and watcher of life on Earth.
Combat Specialist: * * - Joined the Forsvarets and excelled at his combat training. (Skills: Aim, Athletics, Close Combat, Integrity. Edges: Always Prepared, Armor Expert, Hair Trigger Reflexes, Small Unit Tactics, Fast Draw, Trick Shooter, Weak Spots
Anders Thorfinnsson - Old military friend who is still an active commander in the Forsvarets. 
Kyle Hagen - Combat engineer who served with Forsvarets who is now working for a private firm in Oslo.
Project Utopia: * - Works with the most respected and established organization for superhuman affairs in the world. (Skills: Athletics, Close Combat, Command, Integrity.  Edges: Library, Small Unit Tactics, Big Hearted, Fame, Patron, Wealth.
Master Han - Ancient Psionic Master, Founder of the Aeon Society.
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.