John Wake

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John Wake[edit]

Class[edit]

  • Psychic
  • Level 2
  • AC: 9
  • HP: 4
  • XP: 2040/4010

Attributes[edit]

  • Str: 13
  • Dex: 12
  • Con: 10
  • Int: 14 +1
  • Wis: 14 +1
  • Cha: 14 +1

Disciplines[edit]

  • Psi Points: 4
  • Teleportation (primary) 2, Mastered 1
  • Precognition 2, Mastered 1

Skills[edit]

  • Culture/[Somewhere in the Commonwealth] 0
  • Culture/Spacer 0
  • Leadership 0
  • Perception 0
  • Persuade 1
  • Steward 0
  • Combat/Psitech 0
  • Tech/Medical 0
  • Tech/Psitech 0

Languages[edit]

  • Russian
  • English
  • Hebrew

Equipment[edit]

  • Readied 2/6
  • 295 cr
    • Commpad
    • Tactical Laser: -1 to hit, 1d6 damage, 100/300 range, 40/40 shots. OR burst-fire, +1 to hit, 1d6+2 damage. Worn concealed under a jacket.
    • Armored Undersuit
    • Type A Power Cell 5/5
    • TL4 Backpack (actually a messenger bag or something else more office-appropriate)
    • Glowbugs (10)
  • Stowed 9/13
    • Lazarus Patch


  • At the Hostel/storage locker/something
    • Laser Rifle: -1 to hit, 1d10 damage, 300/500 range, 20/20 magazine. BURST: +1 to hit, 1d10+2 damage.
    • Thermal Pistol: -1 to hit, 2d6 damage, 25/50, 5/5 magazine.
    • Vacc Suit
    • 5 days rations

Background[edit]

  • Wake was elected chairman of his town's Worker's Council when he was only eighteen, but then began to display evidence of psychic powers. He left his world when he was recruited to go to the Psychic Academy, and has decided to see as much of the sector as possible. Wake genuinely enjoys helping people with their problems. He trained on Slate, but is from somewhere else.