|
Char
|
Total
|
Base
|
Cost
|
Roll
|
Notes
|
STR
|
8
|
10
|
-2
|
11-
|
HTH Damage 1 1/2d6 END [1]
|
DEX
|
8
|
10
|
-4
|
11-
|
|
CON
|
8
|
10
|
-2
|
11-
|
|
INT
|
13
|
10
|
3
|
12-
|
PER Roll 12-
|
EGO
|
20
|
10
|
10
|
13-
|
|
PRE
|
10
|
10
|
0
|
11-
|
PRE Attack: 2d6
|
|
|
|
|
|
|
OCV
|
2
|
3
|
-5
|
|
|
DCV
|
2
|
3
|
-5
|
|
|
OMCV
|
7
|
3
|
12
|
|
|
DMCV
|
7
|
3
|
12
|
|
|
SPD
|
2
|
2.0
|
0
|
|
Phases: 6, 12
|
|
|
|
|
|
|
PD
|
2
|
2
|
0
|
|
2 PD (0 rPD)
|
ED
|
2
|
2
|
0
|
|
2 ED (0 rED)
|
REC
|
10
|
4
|
6
|
|
|
END
|
30
|
20
|
2
|
|
|
BODY
|
8
|
10
|
-2
|
|
|
STUN
|
20
|
20
|
0
|
|
|
|
|
|
|
|
|
Running
|
10m
|
12
|
-2
|
|
|
Swimming
|
0m
|
4
|
-2
|
|
|
Leaping
|
2m
|
4
|
-1
|
20
|
Total Characteristics Points
|
|
|
|
|
|
Cost
|
Complication
|
5
|
Hunted: State Asylum Infrequently (As Pow; NCI; Limited Geographical Area; Capture)
|
5
|
Distinctive Features: Psychic (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
|
15
|
Psychological Complication: Determined To Avoid Being Returned To An Asylum (Uncommon; Total)
|
15
|
Social Complication: Certifiably Unstable Schizophrenic (According To The Mundane Authorities) Frequently, Major
|
10
|
Social Complication: Was Completely Sheltered From Normalicy; Does Not Know How The World Works Frequently, Major, Not Limiting In Some Cultures
|
50
|
Total Complications Cost
|
|
Base
|
Complications
|
XP
|
Total
|
125
|
50
|
0
|
125
|
|
|
|
Cost
|
Name
|
1
|
Asylum-wise 8-
|
3
|
Stealth 11-
|
2
|
Sleight Of Hand 10-
|
2
|
Concealment 10-
|
8
|
Total Skills Cost
|
Cost
|
Name
|
75
|
Psychic Pool (plus Character Creation Resource Points)
|
75
|
Total Perks Cost
|
Cost
|
Name
|
12
|
Combat Luck (6 PD/6 ED)
|
10
|
Supernatural Awareness
|
22
|
Total Talents Cost
|
|
|
|
|
|
1)
Telepathic Invisibility
:
Invisibility to Sight, Mental and Hearing Groups , No Fringe, Costs Endurance Only To Activate (+1/4) (50 Active Points); Only While Not Moving Physically (-1), Only vs Human Class of Minds (-1/2), Unified Power (Psychic Powers; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
Notes:
Real Cost: 15 points
|
4
|
2)
Hardened Mind
:
Resistant Protection (10 Mental Defense)
Notes:
Real Cost: 15 points
|
0
|
3)
Mental Location
:
Mind Scan 10d6 (Human class of minds), +4 OMCV (58 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Roll (12- roll; Must be made each Phase/use; -3/4), Concentration (0 DCV; -1/2), Unified Power (Psychic Powers; -1/4)
Notes:
Real Cost: 15 points
|
6
|
4)
Mind Scream
:
Mental Blast 6d6 (Human class of minds) (60 Active Points); Requires A Roll (12- roll; Must be made each Phase/use; -3/4), Extra Time (Full Phase, -1/2), Side Effects (If Roll Failed, Affects Self; -1/2), Unified Power (Psychic Powers; -1/4)
Notes:
Real Cost: 20 points
|
6
|
5)
Psychic Trauma
:
Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DMCV; +1/4), Invisible Power Effects (Inobvious to [one Sense Group]; +1/4), Line Of Sight (+1/2), Attack Versus Alternate Defense (Mental Defense; +1), Does BODY (+1) (60 Active Points); Requires A Roll (12- roll; Must be made each Phase/use; -3/4), Extra Time (Full Phase, -1/2), Side Effects (If Roll Failed, Affects Self; -1/2), Concentration (1/2 DCV; -1/4), Unified Power (Psychic; -1/4)
Notes:
Real Cost: 18 points
|
6
|
6)
Telepathic Communication
:
Mind Link , Human class of minds, Any Willing Target, No LOS Needed, Number of Minds (x2), Unlimited range in this dimension (35 Active Points); Extra Time (Full Phase, -1/2), Unified Power (Psychic Powers; -1/4), Concentration (1/2 DCV; -1/4)
Notes:
Real Cost: 17 points
|
0
|
|
|
|
Jennifer is a pretty but relatively unremarkable looking girl, with a childlike innocence and immaturity shining forth from her face. When she uses her powers her pupils cloud over, and sometimes she hurts herself attempting to use her powers and bleeds from her eyes.
|
Jennifer was born with powerful Psychic abilities that grew stronger as she aged. Her parents didn't know what to do with her, nor did her teachers or classmates. By third grade she had been marked out as an unwanted and disruptive child. The state child psychiatrists that eventually got involved didn't respond well to Jennifer's claims regarding seeing strange things and identified her as being dangerously schizoid. After that Jennifer was relegated to an institutionalized existence, in and out of various "facilities" where she was studied and regularly medicated into a stupor. Eventually Jennifer developed suffcient control over her powers that she was able to use them offensively to escape, but lacking the necessary skills to survive on her own she was quickly rounded back up and returned to the asylum.
When she was 19 she managed to escape again, and this time she is determined to stay out. Jennifer has yet to get invovled with Hunter society, and doesn't realize that there are other people like her that she might find common cause with. She also doesn't realize that she might be in danger, isolated and alone and an easy target for Supernatural predators.
|
Jennifer is a study in contrasts; though her mind is incredibly powerful, it is also in some ways fragile. Jennifer lacks emotional maturity and suffers from arrested development issues due to her many years in instituitions.
|
"I'm not going back!!!!"
|
Jennifer is a powerful telepath, with an array of abilities both offensive and utilitarian. She can project mental assaults, communicate telepathically at great ranges, locate the minds of others, and make other humans not see her.
|
Jennifer is a powerful psychic with vast potential.
|
|
|
|
|
Run (12m)
|
10m
[20m
NC]
|
Swim (4m)
|
0m
[
NC]
|
H. Leap (4m)
|
2m
|
V. Leap (2m)
|
1m
|
|
|
|
|
3d6 Roll
|
Location
|
STUNx
|
N STUN
|
BODYx
|
To Hit
|
rDEF
|
3
|
CROWN
|
x5
|
x2
|
x2
|
-8
|
|
4
|
TEMPLE
|
x5
|
x2
|
x2
|
-8
|
|
5
|
FACE
|
x5
|
x2
|
x2
|
-8
|
|
6
|
HANDS
|
x1
|
x1/2
|
x1/2
|
-6
|
|
7
|
RIGHT ARM
|
x2
|
x1/2
|
x1/2
|
-5
|
|
8
|
LEFT ARM
|
x2
|
x1/2
|
x1/2
|
-5
|
|
9
|
SHOULDERS
|
x3
|
x1
|
x1
|
-5
|
|
10
|
HI CHEST
|
x3
|
x1
|
x1
|
-3
|
|
11
|
LO CHEST
|
x3
|
x1
|
x1
|
-3
|
|
12
|
STOMACH
|
x4
|
x1 1/2
|
x1
|
-7
|
|
13
|
VITALS
|
x4
|
x1 1/2
|
x2
|
-8
|
|
14
|
THIGHS
|
x2
|
x1
|
x1
|
-4
|
|
15
|
HI LEGS
|
x2
|
x1/2
|
x1/2
|
-6
|
|
16
|
MID LEGS
|
x2
|
x1/2
|
x1/2
|
-6
|
|
17
|
LO LEGS
|
x1
|
x1/2
|
x1/2
|
-8
|
|
18
|
FEET
|
x1
|
x1/2
|
x1/2
|
-8
|
|
|
|
|
|
|
|
0-8
|
9-16
|
17-32
|
33-64
|
65-125
|
126-250
|
0
|
-2
|
-4
|
-6
|
-8
|
-10
|
|
|
|
|
Cost
|
Maneuver
|
Phase
|
OCV
|
DCV
|
Effect
|
0
|
Block
|
1/2
|
+0
|
+0
|
Block, abort
|
0
|
Brace
|
0
|
+2
|
1/2
|
+2 vs. Range Mod.
|
0
|
Called Shot: Head
|
0
|
-4
|
-
|
1d6+3 (Head to Shoulders)
|
0
|
Called Shot: High
|
0
|
-2
|
-
|
2d6+1 (Head to Vitals)
|
0
|
Called Shot: Body
|
0
|
-1
|
-
|
2d6+4 (Hands to Legs)
|
0
|
Called Shot: Low
|
0
|
-2
|
-
|
2d6+6 (Shoulders to Feet)
|
0
|
Called Shot: Leg
|
0
|
-4
|
-
|
1d6+12 (Vitals to Feet)
|
0
|
Disarm
|
1/2
|
-2
|
+0
|
Can disarm
|
0
|
Dodge
|
1/2
|
--
|
+3
|
Abort, vs. all attacks
|
0
|
Grab
|
1/2
|
-1
|
-2
|
Grab two limbs
|
0
|
Grab By
|
1/2
|
-3
|
-4
|
Move and Grab; +(v/10) to STR
|
0
|
Haymaker
|
1/2*
|
+0
|
-5
|
+4 DCs to attack
|
0
|
Move By
|
1/2
|
-2
|
-2
|
STR/2 + v/10; you take 1/3
|
0
|
Move Through
|
1/2
|
-v/10
|
-3
|
STR + v/6, you take 1/2 or full
|
0
|
Multiple Attack
|
1
|
var
|
1/2
|
Attack multiple times
|
0
|
Presense Attack
|
0
|
+0
|
+0
|
2d6
+/- modifiers
|
0
|
Set
|
1
|
+1
|
+0
|
Ranged Attacks only
|
0
|
Shove
|
1/2
|
-1
|
-1
|
Push 1m per 5 STR
|
0
|
Strike
|
1/2
|
+0
|
+0
|
STR or weapon
|
0
|
Throw
|
1/2
|
+0
|
+0
|
Throw w/ STR dmg
|
0
|
Trip
|
1/2
|
-1
|
-2
|
Target Falls
|
0
|
Total Cost of Fighting Skills
|
|
|
|