OAGS Example Psychics

These are a fairly representative group of psychics. Some psychics are much stronger

Medium
Character Points: 20

Defence: 2
Marksmanship: 2
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 3
Perception: 3
Socialize: 4
Willpower: 5

Hit Points: 10
Weapon: Handgun(7 Damage, Quick Draw)
Armour: None

Advantages:

  • Expert(Ghosts)
  • Ghost Touch

Mad Scientist
Character Points: 20

Defence: 2
Marksmanship: 2(4 with blaster)
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 5
Perception: 2
Socialize: 1
Willpower: 5

Hit Point: 10
Weapon: Blaster(15 Damage, Quick Draw, No Soak, +2 to hit)
Armour: Quantum-Irradiated Lab Coat(4 Soak)

Advantages:

  • Minor Technological Item(Quantum-Irradiated Lab Coat)
  • Moderate Technological Item(Blaster)

Disadvantages:

  • Major Foible(Monologues when enemy is at his mercy)
  • Major Foible(Megalomania)

Telepath
Character Points: 30

Defence: 3
Marksmanship: 2
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 2
Perception: 2
Socialize: 3
Willpower: 5

Hit Points: 10
Weapon: Punch(2 Damage, one-handed) or Kick(4 Damage, two-handed)
Armour: None

Advantages:

  • Mind Control
  • Mind Reading
    • Telepathic Communication

Telekinetic
Character Points: 30

Defence: 2
Marksmanship: 3
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 4
Perception: 2
Socialize: 2
Willpower: 5

Hit Points: 10
Weapon: Telekinesis(shurikens)(10 Damage, Area)
Armour: Telekinetic Armour(2 Soak)

Advantages:

  • Natural Armour 2
  • Telekinesis

Pyrokinetic
Character Points: 30

Defence: 2
Marksmanship: 4
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 2
Perception: 2
Socialize: 2
Willpower: 5

Hit Points: 10
Weapon: Fire Blast(12 Damage, Area)
Armour: None

Advantages:

  • Elemental Control(fire)
  • Immunity(fire)
  • Major Supernatural Attack(Fire Blast)

Disadvantages:

  • Major Foible(Poor Impulse Control)

Healer(empathetic)
Character Points: 30

Defence: 2
Marksmanship: 1
Melee: 1
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 2
Perception: 2
Socialize: 3
Willpower: 5

Hit Points: 10
Weapons: None
Armour: None

Advantages:

  • Healing
  • Regeneration

Disadvantages:

  • Major Foible(non-violent)

Healer(sociopathic)
Character Points: 30

Defence: 2
Marksmanship: 2
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 2
Perception: 2
Socialize: 1
Willpower: 5

Hit Points: 10
Weapons: Dual Knives(3 Damage, Two attacks, subtle)
Armour: None

Advantages:

  • Healing
  • Regeneration

Disadvantages:

  • Major Foible(sociopath)

Precognitive
Character Points: 30

Defence: 6
Marksmanship: 2
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 2
Perception: 10
Socialize: 1
Willpower: 5

Advantages:

  • Precognition

Disadvantages:

  • Major Foible(Fatalism)
  • Major Foible(Speaks in riddles)