OAGS Example Telekinetics

Vince the Latent Telekinetic
Vince is a Leading Rate Seaman in the American Navy. He is an unremarkable soldier, though he is an incredibly good shot. He is currently being assessed by special forces for possible sniper training. He is not even aware his is a telekinetic.
Character Points: 30 (18)

Defence: 3
Marksmanship: 3 (5)
Melee: 2
Strength: 3
Toughness: 3

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

Hit Points: 15
Weapon: Colt M4 (9 damage, 2 shots, +1 hit)
Armour: Kevlar Vest + Telekinetic Barrier (4 Soak)

Advantages:

  • Military Weapon Training 3
  • Armor Training 3
  • Telekinetic Aim 2 (+2 Marksmanship)
  • Telekinetic Field 2 (+2 Soak)
  • Expert 1 (Naval Technologies)
  • Weapon Specialist 1 (Assault Rifles)

Vince the Rogue Telekinetic
Vince is a psychic who discovered his telekinetic powers in university. He does not yet understand his powers and has not quite broken through the veil. He has not had contact from anyone who is able to help him. He could be a hero waiting to happen, or an occult disaster in the making.
Character Points: - (21)

Defence: 4
Marksmanship: 5 (3)
Melee: 2
Strength: 3
Toughness: 3

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

Hit Points: 15
Weapon: Telekinetic Horror (20, Ignores soak)
Armour: Telekinetic Field (3 Soak)

Advantages:

  • Greater Telekinesis 20
  • Enhanced Marksmanship 2
  • Telekinetic Field 3 (Natural Armor)
  • Expert 1 (Whatever his degree what about)

Disadvantages:

  • Minor Foible: Superiority Syndrome 1
  • Weakness: Telepathy 2

Vince the Professional Telekinetic
Vince is a psychic who discovered his telekinetic powers during some kind of mundane training. He was soon noticed by a witch working for someone in some sort of agency or society who quickly whisked him away to their psychic training department.
Character Points: 55 (21)

Defence: 4
Marksmanship: 5 (3)
Melee: 2
Strength: 3
Toughness: 3

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

Hit Points: 15
Weapon: Telekinetic Horror (20, Ignores soak)
Armour: Beta Field Armor (6 soak, Immunity: Telepathy)

Advantages:

  • Greater Telekinesis 20
  • Enhanced Marksmanship 2
  • Armor Training 3
  • Magick Item 3 (Beta Field Armor)
  • Flight 5

Disadvantages:

  • Rival: 'That damn telepath from Sigma team' 1

Vince the Chained Telekinetic
Vince is a psychic who went on a rampage a few years ago but was thankfully brought down by some kind of agency or society before any real damage could be done. He is kept under control at their base using some strong drugs or device created by some occult scientist, mad scientist or sorcery researcher. Every so often he is let out under tight guard of a trusted team leader holding a kill switch. Needless to say, he is quite bitter.
Character Points: 50 (22)

Defence: 6 (4)
Marksmanship: 5 (3)
Melee: 2
Strength: 3
Toughness: 3

Athletics: 3 (4)
Intelligence: 5
Perception: 2
Socialize: 1
Willpower: 5

Hit Points: 15
Weapon: Telekinetic Horror (20, Ignores soak), Dagger of the Mind (25 damage, -1 defense)
Armour: Leather Jacket (1 soak)

Advantages:

  • Greater Telekinesis 20
  • Enhanced Marksmanship 2
  • Ripple Field 2 (Enhanced defense)
  • Magick Item 3 (Dagger of the Mind)
  • Flight 5

Disadvantages:

  • Foible: Murderous Psychopath 2
  • Foible: On downers 1
  • Enemy: His employers 1