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.
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.