Several years ago, the Wardens decided that they would attempt
their greatest task - the alteration of earth's history to try to
avoid the great ecological calamity that almost destroyed human life
on the planet. However, the ecological disaster also destroyed most
of society, so the Wardens know very little of past history. To this
end, having developed time travel, they have seeded the recent past
with agents, whose task is to leave notes in places where they might
survive into the future as a basis for future action. Recently,
however Technomancer cultists gained access to the time gate and sent
their own agents through into the past, intending to wrest control of
the future from the Wardens. The Warden known as Dreamwarden #12 - a
specialist in psychosocial healing - has been dropped into the 20th
century, to track down the Technomancers, halt their evil
machinations and hopefully head off environmental armageddon along
the way. Using his mental powers, he has been able to establish a
cover identity for himself as an eccentric psychologist, specialising
in treating especially disturbed patients.
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Powers, Skills, Etc.
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3
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Jack of all trades
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14
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PS: Doctor, Psychologist, Biologist, Teratologist,
Geneticist (all 13-), Tantric Teacher, Lawyer (both 11-)
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15
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Paramedic, Stealth, Climbing, Breakfall, Combat sense
(all 13-)
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21
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Mindsword: +6d6 HA, AVLD (vs Ego DEF, +3/4), OAF (-1)
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15
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Martial Arts Multipower (15 point reserve)
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1
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(u) Block: +2 OCV, +2 DCV
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1
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(u) Disarm: +2 OCV, +1 DCV
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1
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(u) Dodge: +5 DCV
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1
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(u) Defensive strike: 5d6, +1 OCV, +2 DCV
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1
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(u) Takedown: 6d6 HA, +1 OCV, -1 DCV
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1
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(u) Martial Strike: +10 STR (only for weapons, -1), +1
OCV, +1 DCV
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1
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(u) Fast Strike +10 STR (only for weapons, -1) +2 OCV
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9
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+3 with Martial arts
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20
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Chakra powers (40 point reserve) all powers take :
Variable limit (-1/4), Concentration (1/2 DCV, 1/4), Full
phase (-1/2)
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1
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(u) 1d6 Aid to DEX and SPD, + 10 Max, both last 5 min
(+1/2), self only (-1/2)
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1
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(u) 2d6 Healing (Aid to BOD and STUN, only to starting
levels, -1/2)
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2
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(m) 14 points Ego defence (5 points usable by up to 8
other at range) costs END (-1/2)
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2
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(m) Mindlink, up to any 4 minds, any distance, Costs END
(-1/2)
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1
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(u) 4d6 Ego attack, x2 END (-1/2)
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1
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(u) Images - sight, hearing, smell (all affected must be
successfully targeted by Ego attack, -1/2)
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1
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(u) Invisibility - sight, hearing, smell (all affected
must be successfully targeted by Ego attack, 1/2)
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3
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(m) 8d6 Mental Illusions (Cannot achieve more than EGO
+10, -1/2)
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3
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(m) 8d6 Mind Control (Cannot achieve more than EGO +10,
-1/2)
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3
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(m) 8d6 Telepathy (read only, -1/2)
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15
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Armour - 10 PD/ED (OIF, -1/2, covers Loc 3-5, 7-14,
16-18, -1/2)
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136
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Powers cost
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250
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Total cost
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150+
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DISADVANTAGES
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10
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Psychological limit. - Will oppose destruction of natural
environment (uncommon, strong)
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20
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Psychological limit. - Code against killing (Common,
total)
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10
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Psychological limit. - Vegetarian (uncommon, strong)
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20
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Hunted by Technomancers (8-, more powerful, extensive
NCI, strongly punish)
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10
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Watched by monitors in the future (8-, more powerful,
require specific tasks)
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15
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Distinctive features (pointy ears, high cheekbones,
slanty eyes - concealable, causes extreme reaction)
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15
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Secret ID (uses Mental powers to obscure features)
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