All characters copyright 2004 by Brandon Cope

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Joe the Cop
Setting: 20th/21st century

ST: 10 [0]; DX: 11 [10]; IQ: 11 [10]; HT: 10 [0]

Advantages: Legal Enforcement Powers [5]

Disadvantages: Addiction (Cigars) [-5]; Bully [-10]; Duty (15 or less) [-15]

Skills: Area Knowledge (Beat)-13 [4]; Area Knowledge (City)-11 [1]; Brawling-11 [1]; Climbing-10 [1]; Criminology-10 [1]; Diplomacy-9 [1]; Driving (automobile)-11 [2]; Guns (Pistol)-13 [2]; Guns (Shotgun)-12 [1]; Fast-Talk-10 [1]; First Aid-11 [1]; Intimidation-10 [1]; Law (Criminal law/procedure)-8/14 [1]; Law Enforcememt-12 [4]; Running-8 [2];
Short Sword-11 [2]; Streetwise-10 [1]

Gear: .38 revolver (Dam 2d-1, Acc 2, 1/2 Dam 120 yards, Rof 3~, Shots 6, Rcl -1), baton (1d cr), handcuffs, uniform

Notes: Due to point total limitations, some skills from the standard cop template were left off and some others were lowered a level or two.



Jane the TK
Setting: 20th century and up

ST: 9 [-10]; DX: 9 [-10]; IQ: 12 [20]; HT: 10 [0]

Advantages: Telekinesis Power 12 (half power when not under stress, -33%) [40]

Disadvantages: Bad Temper [-10]; Impulsiveness [-10]; Weak Will -2 [-16]; Youth (16) [-4]

Skills: Acting-12 [2]; Bicycling-9 [1]; Computer Operation-12 [1]; Fast-Talk-12 [2]; Judo-8 [2]; Poetry-10 [1]; Stealth-9 [2]

Psi Skills: Levitation-12 [4]; Telekinesis-15 [10]

Gear: Black clothes, old bicycle, notebook (of her poetry) and pen

Notes: This is a variant on the "angry teen psi" stereotype. While her TK is more powerful when she is under stress, she is fully in control of her abilities, although she is very likely to give in to them. Judo represents her favored athletic activity; it could easily be changed to some other skill, like Bow (Archery). If the GM prefers a character with more self-control, replace Weak Will -2 with some combination of Intolerance, Jealousy, Overconfidence, Shyness and Stubbornness.