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About Kon'ZuBiodata:
Personal Goal
To use his powers to help others (Pending: to get to the bottom of his missing memories) Personality Kyle is somewhat meek and unassuming. He’s easily distracted and doesn’t always seem 100% to be paying attention to your conversation. That said, he’s very kind and caring and tries his best to help others. His limited abilities to see the future keep him out of trouble; he knows where not to step because he’s already seen himself trip. Background
Kyle doesn't quite remember when he first started getting flashes into people's minds or visions of the future. It’s always just...happened. An orphan who grew up in modern day London, Kyle mostly kept to himself (the noise of other people’s thoughts can sometimes be deafening.) He earned a scholarship to a prestigious private college (though if pressed could not provide many details about his time at university) and studied library science. His ability to see into people’s minds has proven invaluable as a librarian as he can know exactly what book someone is sort of describing. In his off-time, Kyle uses his powers to help people, preventing tragedies great and small by responding to the flashes of future visions. If pressed, he could not tell you where he was during major earth events (The missing year of The Master, the shadows that appeared all over the earth, that time Daleks kidnapped the planet, etc.) Kyle never remembers his dreams, but sometimes he wakes up crying.
Attributes
Skills
Good Traits:
Psychic Training (Minor Good) Empathic (Minor good) Lucky (Minor good) Quick reflexes (Minor good) Good Trait Details:
Psychic Training (Minor Good) Don’t you just hate it when you wave your Psychic Paper at someone and they don’t see anything? Psychic Training means they are able to protect themselves from mental coercion or deception and are aware of psychic attack or memory alteration. They can put up basic defenses to protect themselves, which can be as simple as imagining a plain white wall to repeating a Beatles tune in their head. Effects: This Minor Trait gives the character a +2 bonus to Resolve rolls when trying to resist psychic attack or deception. It doesn’t always work, but it is strong enough to resist a low level telepathic field such as that of Psychic Paper. Empathic (Minor good)
Lucky (Minor good)
Quick reflexes (Minor good)
Special Good:
Psychic (Counts as minor because of psychic training) Precognition (Minor/Special good) Special Good Trait Details:
Psychic Psychic is a Special Good Trait, costing 2 points to purchase (or 1 point if the character already has the Psychic Training Trait) that allows them to reach into another person’s mind and try to access hidden information, though the target can resist. Companions or humans are rarely Psychic, but it occurs in a scarce few. The Gamemaster should approve selection of this Trait. Effect: To see into a target’s mind, the player must succeed at a Resolve + Awareness test. The target must be within visual range (with the naked eye) and the Trait provides the character with a +4 bonus on the roll. However, if the target is unwilling, they can resist such a mental intrusion with a Resolve and Ingenuity roll. Both sides can spend Story Points if they’re concentrating intently. Psychic also gives a +4 bonus when the character attempts to resist having their mind read, and to resist possession. Precognition
Bad Traits:
Eccentric (minor bad trait) Failed Mind Wipe (Major Bad Trait) Bad Trait Details:
Failed Mind Wipe (Major Bad Trait) The character has been subjected to some sort of mind wipe at some point in their past. Unfortunately, the process was somehow incomplete or has not proved successful on the subject. Their old memories are beginning to break through. These memories begin to return in flashes and visions sparked by seemingly innocuous events. Anything might open up the character’s memories, but it will take time for them to put the pieces together.
Effect: As a Major Bad Trait, the memories are horrific and traumatic, having been removed for the character’s own good. The character has a memory flash every time they roll a double on any dice roll. When this happens they remember something. If they have the Major Bad Trait, the character is incapacitated by the horror of the vision for 1D6 rounds. The player and Gamemaster should work together to decide on the nature of the visions and memory loss, and who took the memories away. It should become a sub-plot in the adventure that can be resolved (and the trait removed) as the character rediscovers their past, or takes steps to remove it from their mind once more. Eccentric (Minor bad trait) Some people behave rather oddly. The Doctor acts in ways that baffles his companions and throws his opponents off their game, switching from excited schoolboy to dark and imposing in a moment. The Eccentric Trait means the character has a behaviour that makes them stand out, or sometimes makes it more difficult when interacting with others. As a Minor Bad Trait, their behaviour isn’t too upsetting. It could be an odd mannerism during times of stress, out-of-place reactions to everyday events, or even talking to themselves. Effect: The specifics of the character’s Eccentric Trait should be discussed with the Gamemaster at character creation. Just how does this behaviour manifest? Are they aloof, a loner, irrational, tangential, a natural clown, a sour-puss? Once their odd behaviour is defined, the Gamemaster will help to decide how this behaviour is triggered. Is it when they’re stressed, cross, happy, jealous, or tired? It is then down to the player to act in character when the situation arises, which will gain them Story Points for good roleplaying.
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