Harpram Gavers

Kon'Zu's page

169 posts. Alias of Meetch.

Full Name

Kyle Speltz


Reluctant psychic


Awareness: 3 Coordination: 3 Ingenuity: 4 Presence: 3 Resolve: 5 Strength: 3
Story: 12



About Kon'Zu

Personal Goal
To use his powers to help others (Pending: to get to the bottom of his missing memories)
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.

Note: Kyle is unaware that he’s traveled with the Doctor before and does not know he’s missing any memories. The following background is as Kyle understands his life prior to the start of the game.

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.

Awareness: 3
Coordination: 3
Ingenuity: 4
Presence: 3
Resolve: 5
Strength: 3

Athletics: 2
Convince: 3
Fighting: 1
Knowledge: 4
Science: 2
Subterfuge: 2
Survival: 1
Technology: 3

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)
People naturally hide their true emotions unless they are really upset or stressed, and it takes training or a natural gift to be able to read the tiny signals that give away what they’re really thinking or feeling. Some people have an empathy with how others are feeling and can use this gift to aid them when trying to get information or to calm someone down.
Effects: Empathic is a Minor Good Trait that provides the character with a +2 bonus on any rolls when they are trying to empathise or read another person. This could be a simple Presence + Convince roll to reassure someone who’s panicking in the middle of a battle, or an Awareness + Ingenuity roll to try to read another’s actions and speech to see if they’re lying.

Lucky (Minor good)
Lady Luck is on their side. Call it a fluke, call it chance, but fortune is smiling on the character. The traffic lights changed just at the right moment to give them a chance to get through, they just managed to roll under the blast doors before they closed and they flicked the right switch to restart the ship’s engines. Every day is their lucky day!
Effect: The character is lucky! Simple as that. If you roll two ‘1’s on your dice – ‘snake-eyes’ as they call ’em in Vegas – you’re probably going to fail. At least normally. Characters with the Lucky Trait get a second chance when double ‘1’s are rolled, and you can re- roll both dice, trying for something better. If you get double ‘1’s again, well, your luck obviously doesn’t run that far, and you must keep the second result.

Quick reflexes (Minor good)
The character is fast to act when things happen, reacting to situations almost instinctively. It doesn’t mean they cannot be surprised – if they don’t know something’s coming they can’t react to it – but when something attacks or bad happens, they’re often the first to react to it.
Effects: In a conflict situation, when they haven’t been taken completely by surprise, the character is assumed to always go first when acting at the same time as others. They won’t always go first in a Round, but if two or more people are acting in a single phase (such as Talkers, Runners, etc.), the person with Quick Reflexes goes first. If more than one person in a phase has the Quick Reflexes Trait, the character with the higher relative Attribute goes first. For more information on Conflicts, Actions and Rounds, see pg. 82.
Note: Cannot be taken with the Slow Reflexes Bad Trait.

Special Good:

Psychic (Counts as minor because of psychic training)
Precognition (Minor/Special good)

Special Good Trait Details:

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.

Some people, such as the Sybilline Sisterhood, are gifted with the ability to see the future. In many civilizations, they become the town ‘seer’, or are outcast from society due to their strange abilities. Most of the time, these abilities manifest as visions – incomplete fragments of a potential future seen as a strange and abstract dream. The future is usually in flux, ever changing, except for certain fixed points in history, so the visions of the future are fairly vague to reflect the potential for the events to change.
Effect: This Trait costs 1 point to purchase and can only by taken by characters with the Psychic Trait. When appropriate to the story, the Gamemaster may give the character flashes of information to help or encourage them to pursue a particular course of action to aid the adventure. If the player wants the character to actively try to sense what is to come, they should spend a Story Point, and the Gamemaster will supply as much useful information is they think necessary (without ruining the story!).

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.