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"Victor "Poe" Campo is a Perceptive Explorer who Commands Mental Powers."

Background - Supers

CAREER POLICE INVESTIGATOR


Detective Victor Campo was a workaholic member of the Missing Persons Unit at his local Chicago precinct. Known within The Force for his remarkable success rate in locating whoever it was that was his quarry, he had no time for relationships or much else outside of policework. His spartan apartment showed little signs of habitation and, with the stacks of Manila file folders everywhere, the red conspiracy yarn, and his very own Big Board with tacked on photos set up in his living room, it kind of just looked like a satellite extension of his precinct house. The only difference was that it had more dirty piles of laundry, more discarded paper coffee cups, a thoroughly slept-in sofa and a neglected and perfectly made bed.

A SPECIAL KNACK FOR FINDING THE LOST


Victor had always explained away his investigatory success rate as just the product of his diligence, keen observation skills, and, well, the complete lack of a social life. Any detective would tell you that a lot of their career would rely on the occasional lucky hunch but, for Victor, there were times when he would inexplicably get literal flashes of imagery in his mind’s eye of locations and faces cluing him to places and people he needed to desperately find. Moreover, there were the moments he could not explain when he felt like he was hearing actual cries of help from kidnapped victims and runaways right inside his head. Though these started to happen more and more, he would dismiss them as the products of sleep deprivation and wishful thinking.

AN UNEXPECTED REVELATION


It was around this time that he began to notice a big black raven that seemed to always turn up when he was hitting the streets in pursuit of an abduction case. The bird would look like it was paying him specific attention, cocking his head and cawing at him until he acknowledged it. Sometimes it would appear to wait for him atop a fence or hydrant if only to lead him around the city when he approached. No one else seemed to see the bird and, when he would try to take a picture of it, it would not appear in his photos.

He’ll never forget the time he was assigned to locate and recover an elderly woman named Madame Sojourn, a former fortune teller suffering from severe dementia. Upon finding her, she, in a rare moment of clarity, informed him that she knew that he was the one coming to find her. Despite meeting for the first time, she addressed him by his full name and when she spoke to him, she alternated between speaking to his face and to the bird that she could clearly see.

FEDERAL SERVICE


This spooked Victor but before he could take the time to digest this revelation, he was mysteriously transferred out of the police and recruited into the Department of Metahuman Affairs Search & Rescue strike force. A couple weeks have since passed and in that time Victor has received guidance by some of the psychics and totem mages in the employ of the department as to the nature of his little avian companion. He still doesn't quite understand but he has since named the bird Lenore.
Tier
3
Effort
3
EXP
4
Might
12
Pool
12
Edge
1
Speed
16
Pool
16
Edge
2
Intellect
17
Pool
17
Edge
2
Skills
  • eye for detail: notice/find small details/S
  • know a lil 'bout everything: ID objects, recall details, trivia/T
  • intimidation/T
  • perception/T
  • lockpicking/T
  • understanding motives/T
  • ranged (physical) attacks/T
  • speed defense (no armor)/T
Attacks
guns
trained, asset* = eased x2
+3 damage*

mental attack (onslaught)
2 +3 damage*
Damage Tracking
Armour
0
Speed Cost
0
State
Hale
Damage =
weapon damage + bonus from roll - armour
Equipment
0 Coins
Smith & Wesson M&P 9
Alien Rifle (heavy; 6 damage, plasma/cosmic)
Cyphers (max: )
 CypherLvl
Efficacy Boost 5
 This cypher boosts an ability that requires a skill roll. The use of the ability
is eased (eased by two steps if the cypher is level 5 or higher).
Burst Boost 4
 This cypher boosts an ability that affects a single target at short range
or farther. The range decreases to immediate, but the ability affects all
targets within immediate range.
Special Abilities
AbilityTypeCostPool
Power Shift (Savant) Enabler0
Power Shift (Savant): Deception and Stealth tasks are Eased.
Eye For Detail Action2
When you spend 5min thoroughly exploring an area no longer than a short distance in diameter, you can ask the GM one question about the area. Can't use this more than once per area per 24 hours. Action to initiate, 5min to complete. p138.
Telepathic Action1
Eased.* Speak telepathically with others within long range*. Communication is two-way, but the other party must be willing and able to communicate. Don't have to see the target but 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 10 min. If you apply a level of Effort to increase the duration rather than ease the task, the contact lasts for 24 hours. Action to establish contact. p189.
See The Unseen Enabler0
Automatically perceive creatures and objects that are normally invisible, out of phase, or only partially in this universe. When looking for things more conventionally hidden, the task is eased. Enabler. p180.
Roaming Third Eye Enabler2
When you use your Third Eye ability (p191), you can place the sensor anywhere within long range. In addition, you can use an action to move the sensor anywhere within short range of its starting positions. Enabler. p178.
Onslaught Action1
Attack a foe using energies that assail their mind. You must be able to see your target. You focus your mental energy to blast the thought processes of another creature within short range. This inflicts 2 +3* points of INT damage (ignores Armor). Some creatures without minds might be immune to your mindslice. Action. p167.
Trained Without Armor Enabler0
Trained in Speed defense tasks when not wearing armor. Enabler. p193.
Improved Edge Enabler0
Intellect.
Find The Way Enabler0
When you apply Effort to a navigation task because you don't know the way, are lost, are attempting to blaze a new route, need to choose between two or more otherwise similar paths to take, or something very similar, you can apply a free level of Effort. Enabler. p140.
Mind Reading Action2
Read the surface thoughts of a creature within short range, even if they don't want you to. Must be able to see your target. Once you have established contact, you can read the target's thoughts for up to 1 min. Action to initiate. p162.
Danger Instinct Enabler3
If you are attacked by surprise, whether by a creature, a device, or an environmental hazard, move an immediate distance before the attack occurs. If moving prevents it, you are safe. If the attack can still potentially affect you, the ability offers no benefit. Enabler. p124.
Investigative Skills Enabler0
Trained in Perception and Lockpicking.
Discerning Mind Enabler0
+3 Armor vs attacks/effects that target mind & INT. Defense rolls you make against attacks that attempt to confuse, persuade, frighten or influence you are eased. Enabler. p129.
Targeting Eye Enabler0
Trained in any physical ranged attack that is a character ability or comes from a device. Enabler. p189.
Obstacle Running Enabler3
For the next minute, ignore obstacles that slow your movement, allowing you to travel at normal speed through rubble, fences, tables and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall or even stepping on a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope, balancing on a rope or jumping over a hole, you are trained in that task. Enabler. p167.
Power Shift (Power: Onslaught*) Other0
+3 to damage.
Power Shift (Power, Increased Range: Telepathic*) Other0
Eased, increased range to Long.
Power Shift (Single Attack: Guns) Other0
Eased, +3 damage.
Advancement
  • Increase Capabilities
  • Moving Towards Perfection
  • Extra Effort
  • Skill Training
  • Other Advancement
Recovery: 1d6 + 3
Rest Duration Already Taken
First rest 1 Action
Second rest 1 Minute
Third rest 1 Hour
Fourth rest 10 Hours

Use all your options to reduce the difficulty, if it is still above zero, roll against its target number.
Difficulty012345678910
TN - 3 6 9 12 15 18 21 24 27 30
result 0 = failure, 1 = success


Created by

cobiegoesboom.

System

Cypher System

Link/Embed