Jump to content

Terry "Harbinger" Kestler (Bright City)


TheQuestionMan

Recommended Posts

Harbinger
Player: Eddie

 

Val   Char    Cost

15   STR 5

18   DEX 24

15   CON 10

13   BODY 6

13   INT 3

23   EGO 26

15   PRE 5

12   COM 1      

6/18   PD 3

6/18   ED 3

4/5   SPD 12

6   REC 0

30   END 0

30   STUN 1      

6"   RUN 0

2"   SWIM 0

3"   LEAP 0

Characteristics Cost: 99

 

 

Cost   Power END

27   Mental Powers: Multipower, 40-point reserve, (40 Active Points); OIF (Focus; Psionic Gem; -1/2)   

4u   1) Astral Form: Desolidification (affected by Psionic and Mystic SFX) (40 Active Points)  4 4u   2) Mindblast: Ego Attack 4d6 (40 Active Points)  4

3u   3) Mindwipe: Drain EGO 2d6+1, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (40 Active Points); Concentration (0 DCV; -1/2)  4

4u   4) Mindlock: Entangle 2d6, 2 DEF, Based On EGO Combat Value (Mental Defense applies; +1) (40 Active Points)  4

1u   5) Empathic Healing: Healing BODY 3d6+1, Can Heal Limbs (38 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration (0 DCV; -1/2)  4

3u   6) Mindcloud: Invisibility to Sight, Hearing and Mental Groups , No Fringe (40 Active Points); Only vs Sentient Beings (-1/2)  4

4u   7) Mindscapes: Mental Illusions 8d6 (40 Active Points)  4

4u   8) Mindbar: Mind Control 8d6 (40 Active Points)  4

3u   9) Mindspeech: Telepathy 8d6 (40 Active Points); Concentration (0 DCV; -1/2)  4

1u   10) Mindshock: +25 PRE (25 Active Points); Only To Make Presence Attacks (-1/2), Costs Endurance (-1/2)  2       

 

12   Psychokinetic Powers: Elemental Control, 36-point powers, (18 Active Points); all slots OIF (Focus; Psionic Gem; -1/2)   

9   1) Psychokinetic Wings: Flight 12", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1 km; +1/4) (36 Active Points); Restrainable (-1/2), OIF (Focus; Psionic Gem; -1/2)  1

12   2) Psychokinetic Shield: Force Field (12 PD/12 ED/5 Mental Defense), Reduced Endurance (1/2 END; +1/4) (36 Active Points); OIF (Focus; Psionic Gem; -1/2)  1

9   3) Psychokinetic Sword: Hand-To-Hand Attack +5d6, Affects Desolidified Astral Forms (+1/4), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF (Focus; Psionic Gem; -1/2)  1          

 

Psychokinesis, all slots OIF (Focus: Psionic Gem; -1/2)   

5   1) Speed of Thought: +1 SPD (10 Active Points); Only To Use Mental Powers (-1/2), OIF (Focus: Psionic Gem; -1/2)   

2   2) Psionic Shield II: Mental Defense (13 points total) (3 Active Points); OIF (Focus: Psionic Gem; -1/2)  0

4   3) Psionicshield III: Power Defense (6 points) (6 Active Points); OIF (Focus: Psionic Gem; -1/2)  0

13   4) Mental Energy: Endurance Reserve (100 END, 10 REC) (20 Active Points); OIF (Focus: Psionic Gem; -1/2)  0

11   5) Mindscan: Mind Scan 8d6 (Human class of minds) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration (0 DCV; -1/2), OIF (Focus: Psionic Gem; -1/2)  4

Powers Cost: 135

 

 

Cost   Skill

0   Acting 8- 

2   Analyze: Psionics 10- 

0   AK: Bright City (Everyman Skill) 11- 

2   Bureaucratics 10- 

0   Climbing 8- 

0   Concealment 8- 

0   Conversation 8- 

0   Deduction 8- 

0   Language: English (idiomatic; literate) (5 Active Points) 

0   Paramedics 8- 

0   Persuasion 8- 

0   PS: Paralegal (Everyman Skill) 11- 

3   Scholar 

1   1) KS: Criminal Law & Procedure (2 Active Points) 11- 

1   2) KS: Current Events (2 Active Points) 11- 

1   3) KS: Psionic Etiquette (2 Active Points) 11- 

1   4) KS: Psionics (2 Active Points) 11- 

1   5) KS: The Criminal Underworld (2 Active Points) 11- 

1   6) KS: The Law Enforcement World (2 Active Points) 11- 

1   7) KS: The Psionics World (2 Active Points) 11- 

0   8) KS: The Superhuman World (Everyman Skill) 11- 

0   Seduction (Charm) 8- 

0   Shadowing 8- 

0   Stealth 8- 

0   Streetwise 8- 

1   Tactics 8- 

1   Teamwork 8- 

0   TF: Common Motorized Ground Vehicles, Everyman Skill 

0   WF: Clubs, Fist-Loads, Unarmed Combat 

Skills Cost: 16

 

Total Character Cost: 250

 

Val   Disadvantages

10   Distinctive Features: Mindspeech (Voice echoing in you mind) (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 

20   Hunted: the Cabal 11-, More Powerful, NCI, Capture/Kill 

15   Psychological Limitation: Altruistic (Common; Strong) 

10   Psychological Limitation: Code vs Murder (Uncommon; Strong) 

10   Psychological Limitation: Sworn to Protect Innocents (Common; Moderate) 

15   Social Limitation: Secret ID (Frequently; Major) 

 

Disadvantage Points: 75
Base Points: 175
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Link to comment
Share on other sites

Background/History: Terry Kestler was born June 21, 19?? (20yrs old) in Bright City to Murphy Kestler, a Registered Nurse and Bobby (nee Law) Kestler, a Naturopathic Doctor. The youngest of four children, his three older sisters doted on their little brother. Ashley, Cassidy, and Kelly... 
 
They were raised in a spiritual home, eating nutritional foods, and active lifestyles. He attended public schools were like his sisters and excelled in athletics like his sisters, but he struggled academically unlike his sisters. 
 
After high school graduation he took a year off to travel the explore the United States and find himself, but Captain Chronos found him first. Terry was enjoying the Mardi Gras in New Orleans when there was a blinding flash!  -- And then a funny looking man in a silver lame jumpsuit was standing in the middle of the street, where no one had been before. 
 
He stood there for a few seconds, looking all around him then focused on Terry... He smiles "Terry Kestler just as planned, I only hope I am not to late." He closed with Terry and place a glowing blue gem in the middle of his forehead. 
 
Terry heard an outraged scream echoing in his mind, followed by searing pain, and a flood of new memories. After what seemed like an eternity he opened his eyes to see Captain Chronos. "Good I was in time. You are the Harbinger of the 21st century... Good Luck!" And then he vanished 
 
Using the skills and knowledge the Psionic Gem granted him Terry flew off into the night. He spent the several months experimenting with his powers. And then using them to help people in trouble. 
 
When he returned home he surprised his family when he chose to attend Columbia University School of Law in Manhattan, New York He graduated with a Bachelor in Laws (LL.M.). 
 
During his internship with the Bright City District Attorney's Office he became a Paralegal. Using his job to keep his ear to the ground. Where people won't look twice. When he wants go some where dangerous and start asking questions. 
 
 
Personality/Motivation: Harbinger's unshakable conviction that with great power comes great responsibility. Fiercely determined, Harbinger never admits defeat. This has lead him to victory despite relentless attacks. 
 
 
Powers/Tactics: The Psionic Gem grants Psionic and Psychokinetic abilities. He is good at reducing a targets willpower to almost nothing. The target will not recover for several minutes. While in this "Mindwiped" state, targets are more vulnerable to his Mental Powers, making it easy to interrogate targets or mental commands in a targets mind.  
 
In combat Harbinger usually hangs back in battle. He finds cover and uses his Mental Powers via Line of Sight. 
 

Quote: 
"It's time to change your mind!"  


Appearance:  Terry Kestler is of average height and weight with light brown eyes and hair. Unlike his sisters he lost out on the looks department, but thanks to their advice he wears fashionable suits or street wear. 
 
As Harbinger the Psionic Gem sheaths his body in a dark silhouette with wings. Surrounded by crackling electric blue light and three glowing eyes.   
 

Campaign Use/Plot Hooks:  
1.) Criminal and Legal Drama, 2.) Superhero in the City, 3.) the Cabal, 4.) Madam ???, 5.) ???. 
Link to comment
Share on other sites

I would lose the Mind Scan. Without the ability to attack through it, it can only be used as a scenario breaker.

 

 

Yes, if you can't attack all you can do is locate people. Of course they know where you are also.

No more of a scenario breaker than Telepathy or a lot of other abilities.  Besides, wouldn't the ability to attack through the Mind Scan make it more of a "scenario breaker"?

Link to comment
Share on other sites

No more of a scenario breaker than Telepathy or a lot of other abilities.  Besides, wouldn't the ability to attack through the Mind Scan make it more of a "scenario breaker"?

 

True, but I doubt he took the power for the purpose of being a bloodhound. As the character is currently structured, his only use of it would be to track down familiar minds (he needs some skill levels before he can reliably find the unfamiliar) or to do search and rescue.(an awesome power for a fireman or park ranger). If those are the uses the character then he should just proceed to ignore me.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...