Pillars of Faith


Psionicist
Psionicist
    "I'm right here, behind you.  I've been here for quite some time now.  I noticed the Watcher you have patrolling this area and decided to bypass the main entrances.
    "Yes, I'm that good.  I hope that means we won't have to dicker over the price too much.  It goes so well when we have an understanding from the start.  You pay me and my talents get used in your service instead of against you."
Commentary:  The Psionicist doesn't have a lot of flashy equipment and huge guns, because he doesn't need them.  The Psionicist keeps it low-key and close to the vest.  That way he can get close enough to his target to make all the flashy equipment and big guns useless.  Once he's there it takes something on the order of a kick-hoop Physad or an experienced Street Sam to keep him from accomplishing his objective.
Attributes
    Body
    Quickness
    Strength
    Charisma
    Intelligence
    Willpower
    Essence
    Psi
    Reaction

   5
   4
   5
   2
   4
   4
   6
   6
   4
   Skills
      Armed Combat
      Athletics
      Meditation
      Psionics
      Stealth
      Unarmed Combat

   3
   2
   5
   6
   3
   5 (8)
Initiative  4 +3d6
Dice Pools
    Astral   6
    Combat   6
    Psychic   6
Contacts
    Choose (2) Contacts
Gear
    Armor Jacket [5/3]
    Earplug Unit Phone
    Katana with Dikote treatment [Str+3]S
    Real Leathers [0/2]
Psychic Powers
    Astral Perception:  2
    Combat Sense:  3
    Improved Unarmed Combat:  3
    Increase Reflexes +2 Dice:  2
    Psi-Sword:  5
Starting Cash:  35¥+(3d6 x1000¥)
Notes:  See Psychic Rules for information on Psychic powers and skills.