Theo Mueller

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  • Level: 4
  • Class: Psychic
  • XP: 12,039
  • Age: 16
  • Languages:
  • Background & Description: raised inside one of the cults of the world as an heir to the psychic priesthood from a young age, eventually Theo became disenchanted and even fearful of the cult. As a young man he managed to sneak away from the every watchful eyes of the priests and stowed away on a merchant vessel of the the system. He took the sacred ????? with him, attuned to his abilities. The cult has spent some resources searching for him and would want to either abduct him and return him, or eliminate him and take their property back. At this point he wants to stay away from them and find his way in the wide world, but eventually he'll want to turn on them and return to Anchises to exact revenge on the cult and insane, evil cult-leader-god that he once worshiped.

Attributes[edit]

  • Strength 11
  • Dexterity 10
  • Constitution 10
  • Intelligence 9
  • Wisdom 14 (+1)
  • Charisma 14 (+1)

Skills[edit]

Skill Points: 4

Athletics-0

Combat/Energy-0

Culture/Anchises-0

Culture/????-0 (Another world were he ended up)

Culture/Spacer-0

Exosuit-0

Leadership-0

Perception-1

Persuade-1

Psitech-0

Religion-1

Stealth-0

Psychic Powers[edit]

  • Biopsionics 3
    • Biostasis Level 1
   The biopsionic can maintain the vital life processes of a mortally
   wounded teammate with a touch. Th e biopsionic may restore to life
   a creature he is touching that has been dead for no more than six
   rounds. Th ere is a 100% chance of success if this power is used within
   three rounds of death, with the chance decreasing by 25% for each
   round afterwards. Th e creature is set to zero hit points and remains
   unconscious until it receives medical attention. It will die if it does not
   receive such attention within 24 hours. Th is power does not function
   on creatures that have been torn apart or otherwise mangled beyond
   conventional surgical repair, nor those dead of poison, disease, or old
   age. Th is power adds 2 System Strain points to the target if successful.
    • Psychic Succor Level 2
   The biopsionic banishes stress, fatigue, and wounds with a touch.
   Each activation of this power heals 1d8 hit points in the target,
   plus the target’s Constitution modifier. A minimum of 1 hit point is
   always healed, and the psychic cannot give a subject more hit points
   than their normal maximum. Use of this power adds 1 System Strain
   point to the target.
    • Purge Toxin Level 3
   The psychic can force the elimination of a disease or poison from a
   target. Each invocation of the power on a target allows them to make
   an additional Physical Condition saving throw against the illness or
   poison at a +2 bonus, plus the target’s Constitution modifi er. If the
   target died due to a poison or disease within the last three rounds, a
   successful save restores them to life at 1 hit point. Th is power does not
   function against genetic illnesses or conditions present from birth.
   Use of this power adds 1 System Strain point to the target.
  • Metapsionics 3
    • Psychic Harmonization Level 1
   On triggering this ability, the psychic becomes resistant to hostile
   psionic forces. They gain a +2 bonus to all saving throws versus psionic
   effects for the duration of this power. While this ability is active, the
   metapsionic can also determine whether or not a person they are
   touching has any psychic abilities, though not specific disciplines.
    • Psionic Static Field Level 2
   For the duration of this power, activating any psionic ability within
   line of sight of the psychic costs psi points as if the power were one
   level higher. Th is ability does not affect level 9 powers. Th e psionic
   and her allies are not affected by their own static field, and multiple
   static fields do not stack in effect.
    • Metapsionic Concert Level 3
   On activating this power while touching one or more willing psionic
   allies, those involved can freely redistribute their total psi points
   amongst all participants. No psychic can be left with more psi
   points than their normal maximum, and if a psychic declines the
   chosen division they withdraw from the concert with their psi points
   unchanged.

Other Stats[edit]

  • Movement Rate:
  • HP: 19
  • Psi Points: 20
  • System Strain:
  • AC:
  • Attacks (Attack Bonus +)
  • Saves
    • Physical
    • Mental
    • Evasion
    • Tech
    • Luck

Equipment[edit]

  • Readied
    • Mindwall Helmet
    • Armored Undersuit (AC 7)
    • Plasma Projector
    • Backpack
      • Atmofilter
      • Stolen artifact
      • Glowbug
    • Vaccsuit
    • 100 credits
  • Stowed

Plot Thing[edit]

Chased be cult because of escaping them and stealing their more precious artifact.

-Main Page: Delta Drop No Sharper Spur