Joe the Telepath
Setting: 20th century and up
ST: 10 [0]; DX: 10 [0]; IQ: 13 [30]; HT: 9 [-10]
Advantages: Reputation +1 (Paranormal investigators, 10 or less) [1]; Telepathy Power 5 (Costs 2 Fatigue, -10%; Half power under stress, -33%) [15]
Disadvantages: Color Blindness [-10]; Edgy [-5]; Migraine (Common, 8 or less) [-10]; Sense of Duty (clients) [-5]; Voices [-5]
Skills: Criminology-13 [2]; Detect Lies-12 [2]; Fast-Talk-12 [1]; Interrogation-13 [2]; Literature (Guy de Maupassant)-10/16 [1]; Occultism-12 [1]; Psychology-12 [2]; Research-12 [1]
Psi Skills: Emotion Sense-12 [2]; Mind Shield-12 [2]; Telereceive-14 [6]; Telescan-12 [2]
Gear: Casual clothes, PDA (with ebooks of de Maupassant's works)
Notes: This represents one type of telepathic interrogator. The
Voices disadvantage represents his Telerecieve ability sometime operating
on its own, picking up random thoughts from people within his range (this
is a lesser version of a problem some telepaths in SF have, being unable
to block out the thoughts of everyone within their range).
ST: 10 [0]; DX: 9 [-10]; IQ: 13 [30]; HT: 10 [0]
Advantages: Night Vision [10]
Disadvantages: Bad Sight (Nearsighted) [-10]; Laziness [-10]; Phobia (Blood) [-10]
Skills: Administration-13 [2]; Anthropology-12 [2]; Archaeology-15 [8]; Area Knowledge (Egypt)-13 [1]; Area Knowledge (Sudan)-13 [1]; History-14 [6]; Literature-12 [2]; Research-13 [2]; Writing-12 [1]
Languages: English-12 [0]; Arabic-12 [1]; Egyptian-12 [1]; Greek-12 [1]
Gear: Work clothes, bundle of archaeologist tools, glasses, journal, personal basics
Notes: This NPC is a fairly talented archaeologist, albeit with
no real experience working in the field; the kind of person who has spent
more time in museums than ruins. She could be hired by the party as an
expert or the PCs could be hired to protect her on a dig.