Difference between revisions of "Thomas "Geistig" Jones"

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(Powers & Merits)
(Powers & Merits)
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'''Tactician Guild Boost'''
 
'''Tactician Guild Boost'''
+1 Leadership
+
*+1 Leadership
Solidarity: Boosting Morale of up to three nearby units allows them to do a special action that they have not learned yet. Once the units who this spell has been used on are picked the GMs will explain what the effects are.
+
*Solidarity: Boosting Morale of up to three nearby units allows them to do a special action that they have not learned yet. Once the units who this spell has been used on are picked the GMs will explain what the effects are.
  
 
'''Large Scale Battle Abilities'''
 
'''Large Scale Battle Abilities'''

Revision as of 18:42, 25 August 2014

Thomas Jones
Thomas.jpg
A.K.A. Geistig
Age 20
Voice Actor Tohru Furuya
Relatives Buzz and Leben
Series Original
Player Ryan
  • Name: Thomas Jones
  • Age: 20
  • Sex: Male
  • Birthday: August 16
  • Parents: Buzz Jones and Leben
    • Place of Birth: 'Merica
    • Nationality: Half Japanese/Half American
    • Specialty: Psychic fighting
    • Hobbies: Reading
    • Likes: People, people watching
    • Dislikes: Needing to argue with people
    • Favorite Food: Anything
    • Least Favorite Food: Not anything
    • Favorite Music: None
    • Favorite Sport: None
    • Most Valuable Possessions: Franklin Badge from his dad
    • Level of Education: Attending College
    • Seiyuu/Voice Actor: Tohru Furuya
  • Physical Stats
    • Height: 6'0
    • Weight: 170 lbs
    • Eyes: Blue
    • Hair: Blonde
    • Special:

Appearance

Extremely friendly and approachable, Thomas always wears a smile on his face.

Personality

A Rather down-to-earth and pleasant individual, Thomas tries to make friends with everyone he meets in order to learn more about them. He always tries to diffuse arguments with anyone and does his best to be tolerant of anyone, even if their views aren't aligned with his. He absolutely hates fighting with anyone and will try and avoid doing so at any cost.

Background

Something about Leben and Buzz doin' it and then Thomas popped out. The child of two rather powerful psychics was taught very early on never to use his abilities for himself, and only to use them if they were necessary. He was taught control over them and trained how to avoid snooping into other people's minds as well as how to turn his "down" in the presence of other psychics.

Skills

(These include all learned skills, as well as a relative rating from Abyssmal to Amazing. The character's level of mastery in something that can be taught or at least rated by other people follows the scale: Abyssmal, Novice, Good, Very Good, Incredible, Amazing)

YOU DO NOT HAVE TO PUT A RANK FOR -EVERY- SKILL. Just fill out the stuff you think your character would have! Feel free to add other skills that you think your character should be noted for. (Ex: Speaking French)

Physical Skills:

  • Alertness: Amazing
  • Athletics: Very Good
  • Stealth: Very Good

Social Skills:

  • Subterfuge: Very Good
  • Streetwise: Novice
  • Intimidation: Abysmal
  • Leadership: Very Good (+1 from Tactician Good to Incredible)
  • Expression: Amazing
  • Etiquette: Novice
  • Performance: Very Good

Mental Skills:

  • Computers: Amazing
  • Investigation: Novice
  • Occult: Very Good
  • Science: Very Good
  • Technology: Good

Other Skills:

  • Empathy: Amazing
  • Animal Ken: Amazing

Special Abilities

(These are skills, things that can be learned or trained, like martial arts techniques, Jutsu or magic spells. Abilities that are outside the norm of regular humans, but only because they have not had access to them.)

Martial Arts Great

Thomas is studied in karate in order to defend himself, in the event that his psychic powers cannot be used. He is a black belt.

Powers & Merits

(Unique, or hereditary, in-born powers, whether due to genetics or magic, things that can't be taught to others or simply gifted to this person from an outside force. Powers based on weapons should go in the Items. Merits can also go here.)

  • Psychometry: If Thomas touches an object or another person with his hands, he can see where it's been in the past. The length of time is up to GM discretion but it can vary wildly.
  • Precognition: Thomas has the ability to see glimpses of the future. (This includes the Merit as well)

Psychic Attacks: Thomas can generate psychic energy that can be used offensively to plow into someone or defensively to create a shield around someone to block attacks. If used offensively, the psychic attacks hit with the force of an object travelling at around 80 mph. The shield is simply a wall of force, so enough pressure can pierce or break through it.

These following attacks require Thomas to be touching a target in order to affect them.

  • Paralysis: Thomas can attempt to immobilize a foe, either by binding their arms, legs, or both with his mind by temporary severing mental links with their body parts. Thomas can also simply try and hold someone in place with psychic energy, but that requires much more concentration.
  • Hypnosis: Thomas attempts to hypnotize a target into falling asleep.
  • Flash: An attempt to blind an enemy with a sharp mental attack on the optic nerves.

Levitation: Thomas can lift himself and fly at around 20 miles per hour. He can lift others, but generally needs to hold onto them. He can try and throw them with his levitation abilities if it's a short distance.

Tactician Guild Boost

  • +1 Leadership
  • Solidarity: Boosting Morale of up to three nearby units allows them to do a special action that they have not learned yet. Once the units who this spell has been used on are picked the GMs will explain what the effects are.

Large Scale Battle Abilities

  • Stats: +250 ATK, +250 DEF
  • Precognition - Three times per battle, Thomas can anticipate the opponent's tactics/Special, granting his army either a +2 to rolls if it's the tactics, or a +500 ATK/DEF if it's the Special (whichever is best)
  • Super: PSI Daba - Thomas can inflict a -2 to rolls, and a -300 ATK/DEF penalty to his opponent's army for three rounds. Thomas is STILL in the battle during those three rounds (bonuses count), but he is out of the battle after those.

Items Of Note

A Badge in the shape of Benjamin Franklin, it is said to deflect lightning away from the wearer.

Weaknesses & Flaws

His psychic powers are his only means of offense and defense. They also take a great deal of energy to control, so in prolonged encounters he may run out of strength and need to recover.

In addition, when he performs Psychometry, he can get lost in the history or past of the individual or the object (per GM discretion).

Lifesaver (3) Deep Sleeper (1)