The Envoy
Your next move is peace.
Concept: Silas Venn, a former psychic interrogator, now negotiates hostage releases. He reads intentions, interrupts violence and shelters people inside the same emerald mental mantle he once used to intimidate them.
Origin: A state-run conditioning programme awakened his psychic abilities and left permanent scarring across his brow. He defected after being ordered to erase a prisoner's identity.
Race: Human • Rank: Seasoned
Attributes
Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d8Skills
Athletics d4, Common Knowledge d4, Notice d8, Persuasion d8, Stealth d4, Focus d12+2, Fighting d6, Intimidation d6, Research d8, Healing d4Pace: 6; Parry: 5; Toughness: 9; Power Points: 45
Hindrances
- Code of Honor (Major): Keeps his word, honours negotiated surrenders and helps people in danger. He uses mental control only to stop immediate violence, never for profit, punishment or forced testimony.
- Cautious (Minor): Insists on understanding the people and exits before committing to a plan; suspiciously convenient offers make him slow to act.
- Obligation (Minor): Devotes twenty hours each week to a survivors' support network, arranging safe housing and preparing evidence against the conditioning programme.
Edges
Super Powers,Charismatic,Elan,Level Headed
Powers
- Mind Control(10 PP)Range: 12"/24 yd•Duration: Sustained•Activation: Focus d12+2Focus success on a visible target: Smarts resists at -2 (-4 on a raise). Control up to 2 separately controlled minds; commands must be received (silent orders need Telepathy). Harm to the subject/loved ones or violation of core ethics/duties: Smarts at -2 (-4 on the initial Focus raise); success refuses the order, a raise breaks free. Powers Down on loss of concentration.
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Power Type: Mental.
Any resistance raise gives +2 future resistance this encounter.
Failed Focus: -2 on further attempts on that mind this encounter; Critical Failure bars them.
Trapping: Measured telepathic instructions, felt as a calm voice inside the target's thoughts.Modifiers: Multiple Minds; Smarts; Strong - Mind Reading(3 PP)Range: 6"/12 yd•Duration: Instant•Activation: Focus d12+2Focus vs target's Smarts (-2 with raise) to read surface thoughts. Range 6"/12 yds.
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Power Type: Mental.
Trapping: He listens beneath spoken words for a flicker of intent or immediate fear. - Telepathy(4 PP)Range: 24"/48 yd•Duration: PermanentCommunicate silently with chosen intelligent minds in range. Link friendly minds so each can address the group.
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Power Type: Mental.
Trapping: A private mental conference for rescue teams and willing hostages.Modifiers: Switchboard - Mind Shield(3 PP)Range: Self•Duration: PermanentMind Reading and Mind Control attempts against you suffer -4. Successfully resisting causes the attacker Fatigue; a raise also Stuns them.
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Power Type: Mental.
Trapping: A disciplined inner chamber of emerald light bars hostile psychic intrusion.Modifiers: Strong - Force FieldLevel 6(10 PP)Range: 12"/24 yd•Duration: SustainedIncoming damage reduced by 6. When Shaken or Stunned, roll Spirit or the field Powers Down; Incapacitation ends it automatically. Protect everyone in a Medium Blast Template. Damage originating inside the field bypasses it. Choose who is protected. May place the field within range and sight; move it up to 12"/24 yd each turn as a limited free action, keeping it in sight.
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Power Type: Force.
Trapping: An emerald mantle of psychic force unfolds from his silhouette into a protective canopy; the cloak itself is ordinary cloth.Modifiers: Area Effect; Selective: Choose who is affected; Mobile - Stun(8 PP)Range: 6"/12 yd•Duration: Instant•Activation: Focus d12+2Focus success: target rolls Vigor at -2 (-4 on a Focus raise) or is Stunned. Affect a Medium Blast Template; targets resist individually. Choose who is affected.
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Power Type: Mental.
Trapping: A brief psychic interruption overwhelms an aggressor's senses without inflicting an injury.Modifiers: Area Effect; Strong; Selective: Choose who is affected - Super Skill (Focus)Level 4(4 PP)Range: Self•Duration: Permanent+4 die steps.
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Power Type: Mental.
Trapping: Conditioning scars have become pathways for exceptionally precise psychic control. - ToughnessLevel 3(3 PP)Range: Self•Duration: Permanent+3 Toughness.
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Power Type: Force.
Trapping: An instinctive layer of psychic reinforcement braces his body against impact.
Gear
- Comm Link0 lb
One-mile range, or links to radio/telephone networks.
- First Aid Kit1 lb
Three uses.
Recorded load: 1 / 20 lb
Advances
- Attribute: Vigor d6 -> d8
- New Edge: Elan
- Skill: Notice d6 -> d8 & Research d6 -> d8
- New Edge: Level Headed
Backstory
Silas Venn spent years turning prisoners' thoughts into evidence for a secret conditioning programme, until an order to erase an innocent person's identity forced him to confront what he had become. He freed that prisoner and carried out the records needed to expose the programme, surviving a psychic backlash that scarred his face. As the Envoy he now negotiates hostage releases and helps survivors rebuild their lives, wearing his old formal uniform so nobody can mistake him for someone who was never involved. He still reaches for control when frightened, and his hardest promise is to protect other people's choices even when he thinks he knows best.

