No Man's Cypher:Kestrel

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Kestrel.jpg

Kestrel

Empathic Psyker who Commands Mental Powers

Telepaths tend to be held in suspicion and distrust, and the Empress's TPs are strongly encouraged to play up the whole aura of eerie mystique that's implied by being a mind-reader, adhering to a certain roster of behaviors. None of these things are precisely mandatory, but they're part of the very insular group culture; they're the things a TP does in order to demonstrate loyalty to the Empress (rumored to be a strong TP herself!) and solidarity with other TPs within the corps.

  • A TP doesn't go by her real name with outsiders. She's assigned an operational codename upon graduation from the Shadow Academy (or whatever we're calling it), and uses that in place of her name. My TP's "name" is Kestrel.
  • A TP avoids speaking with outsiders with her physical voice. She uses telepathic projection even for mundane and routine conversations. Kestrel's "voice" "sounds" essentially similar to her normal voice, high-pitched and a bit breathy, but with a slight echoing dramatic resonance added.
  • A TP's telltale eye-light can be suppressed if it should be inconvenient, but she's encouraged to leave it "on" by default, a steady glow not quite bright enough to be obvious in full sunlight, but easily spotted in dim lighting, and impossible to overlook in darkness. Kestrel's eye-light is a brilliant lightsaber blue.

Kestrel technically carries the rank of a low-level officer in whatever organization is staging the mission (lieutenant j.g. or the rough equivalent?), but her military training consisted entirely in being issued a blaster pistol and about a day's worth of training in using it. She has no actual command or operational experience. Realistically, the only thing her rank will likely do for her is let her legitimately wear the fleet's uniform, which for a female in the psyker division looks a lot like Black Widow's bodysuit.

Experience Points: 0

Karma Points: 0


Status and Pools

Might: 8/8, Edge 0

Speed: 9/9, Edge 0

Intellect: 22/22, Edge 1

Effort: 1

Cypher Limit: 2


Special Abilities

Empathic:

  • Open Mind: +4 to your Intellect Pool.
  • Skill: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.
  • Skill: You’re trained in all tasks involving social interaction, pleasant or otherwise.
  • Inability: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind. The difficulty of Intellect defense rolls is increased by one step.

Speaker:

  • Aggression (2 Intellect points): Your words twist the mind of a character within short range who is able to understand you, unlocking her more primitive instincts. As a result, she gains an asset on her Might-based attack rolls for one minute. Action to initiate.
  • Enthrall (1 Intellect point): While talking, you grab and keep another creature’s attention, even if the creature can’t understand you. For as long as you do

nothing but speak (you can’t even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action.

  • Practiced With Light Weapons: You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you

wield a heavy weapon, increase it by two steps. You also start with one light weapon of your choice. Enabler.

  • Terrifying Presence (2+ Intellect points): You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but speak (you can’t even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. Instead of applying Effort to decrease the difficulty of the roll, you can apply Effort to increase the maximum level of the target. Thus, to terrorize a level 5 target (two levels above the normal limit), you must apply two levels of Effort. Action.
  • Understanding (2 Intellect points): You observe or study a creature or object. The next time you interact with it, the difficulty of the related task is reduced by one step. Action.

Commands Mental Powers:

  • If you have abilities like Mind Control or Mind Reading from your type (or elsewhere), you’re automatically trained in them. Enabler.
  • Telepathic (1+ Intellect point). You can speak telepathically with others who are within short range. Communication is two-way, but the other party must be willing and able to communicate. You don’t have to see the target, but you must know that it’s within range. You can have more than one active contact at once, but you must establish contact with each target individually. Each contact lasts up to ten minutes. If you apply a level of Effort to increase the duration rather than affect the difficulty, the contact lasts for twenty-four hours. Action to establish contact.

Trained Skills

  • Discerning Dispositions
  • Getting a Hunch
  • Sensing Emotions
  • Social Interaction

Gear

Blaster Pistol

  • Light Weapon (2 damage)

Communicator

Energy Pack (Laser)

  • 2 packs

Flashlight

Jeweled Earring

  • Psychic Enhancement - +1 to Intellect Pool
  • Marks wearer as Telepath for the Empress

Knife

Nano-Weave Body Armor

  • Light Armor

Night-Vision Lenses

TelOS Data Access and Processing Unit (DAP)

  • Wrist Computer