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The Aura


The first character in this week's COTW is a powerful psionic, suitable for either supers or psionics campaigns.


The Aura; psionic super-hero on the run from his past

(c) copyright 2001 Samir

Total Points: 361 Points

Age 32; 5'8"; 154 pounds; a slender man with a fair complexion, wavy brown hair, moustache and blue eyes.

ST  9 [-10] - thrust 1d-2, swing 1d-1, fatigue 13*
DX 12  [20] - basic speed 6.5**, move 6, dodge 7#
              parry (short staff) 9#
IQ 18 [125] - reaction speed 21
HT 10   [-] - hit points 14
WL 18   [-] - fright check 20#
 *extra Fatigue for Psionics only
 **includes +1 from Running
 #includes bonuses from Combat Reflexes

ADVANTAGES: Alternate Identity (Lucas Peterson) [15]; Astral Projection (Power 14; Limited use, 4 per day, -20%; Takes recharge, 15 seconds, -20%; Unreliable, 14-, -10%) [11]; Charisma +1 [5]; Combat Reflexes [15]; Electrokinesis (Power 20; Costs 2 Fatigue, -10%; Limited use, 4 per day, -20%; Takes recharge, 5 seconds, -10%; Unreliable, 14-, -10%) [25]; ESP Power (Power 14; Costs 2 Fatigue, -10%; Limited use, 4 per day, -20%; Takes recharge, 5 seconds, -10%; Unreliable, 14-, -10%) [11]; Extra Fatigue +4 (Psionics Only, -33%) [8]; Extra Hit Points +4 [20]; Healing (Power 14; Self only, -30%; Limited use, 4 per day, -20%) [11]; Increased Reaction Speed +3 [11]; Psychokinesis (Power 20; Costs 2 Fatigue, -10%; Limited use, 4 per day, -20%; Takes recharge, 5 seconds, -10%; Unreliable, 14-, -10%) [25]; Reputation +1 (as talented artist Lucas Peterson, to public, 10-) [3]; Status 1* [0]; Telepathy (Power 20; Costs 2 Fatigue, -10%; Limited use, 4 per day, -20%; Takes recharge, 5 seconds, -10%; Unreliable, 14-, -10%) [25]; Teleportation (Power 20; Retains orientation and vector, -50%) [25]; Wealth (Very Wealthy) [30].
 *free from Wealth

DISADVANTAGES: Enemy (IST, 6-) [-10]; Enemy (Vengeful super-villains, 6-) [-10]; Megalomania [-10]; Overconfident [-10]; Phobia (Being Touched) [-5]; Psionic Parasite [-70]; Secret (Is really Jon Gerhardt, aka the Mind Shredder) [-20]; Secret Identity [-5].

QUIRKS: Answers all questions with the vaguest possible answer; Walks with limp and cane in civilian Lucas Peterson identity; Flamboyant show-off; Like fine wines; Wants to be really, really rich. [-5]

SKILLS: Acting-17 [1]; Appreciate Beauty-15* [0]; Artist-16 [1]; Bartender-16 [.5]; Boating-13** [0]; Body Sense-11 [2]; Chess-18 [1]; Computer Hacking/TL7-15 [1]; Computer Operation/TL7-18 [1]; Cooking-14** [0]; Diplomacy-17 [2]; Driving/TL7 (Automobile)-11 [1]; Economics-16 [1]; Fishing-14** [0]; Force Sword-12 [2]; Gambling-17 [1]; Glassblowing-10 [1]; Guns/TL7 (Pistol)-14*** [1]; Law (Intellectual Property)-15/21 [1]; Linguistics-15 [1]; Literature-16 [1]; Masonry-15** [0]; Mathematics-16 [1]; Mechanic/TL7 (Gasoline Engines)-17 [1]; Meditation-16 [1]; Merchant-16 [.5]; Motorcycle/TL7-12 [1]; Photography/TL7-17 [1]; Physiology/TL7-15 [1]; Politics-17 [1]; Running-10 [4]; Savoir-Faire-20# [0]; Short Staff-12 [4]; Streetwise-17 [1].
 *default from Savoir-Faire
 **default from IQ
 ***includes +2 from IQ
 #free from Status

LANGUAGES*: German (native)-19 [0]; Arabic-18 [1]; English-18 [1]; French-18 [1]; Latin-18 [1]; Mandarin Chinese-18 [1]; Romanian-18 [1]; Russian-18 [1]; Spanish-18 [1].
 *all include +1 from Linguistics

PSIDE-EFFECTS: Glows when using his Telekinesis. [-1]

PSI SKILLS: Aspect-17 [2]; Astral projection-15 [.5]; Autoteleport-16 [1]; Clairaudience-15 [.5]; Clairvoyance-16 [1]; Combat Sense-16 [1]; Combat Teleport-17 [2]; Confuse-15 [.5]; Cryokinesis-15 [.5]; Cyberpsi-18 [4]; Dampen-16 [1]; Energy Sense-16 [1]; Energy Shield-17 [2]; Erase Signature-18 [4]; Exoteleport-16 [1]; Healing-16 [1]; Illusion-16 [1]; Levitation-16 [1]; Lighting-20 [8]; Mental Blow-16 [1]; Mental Stab-16 [1]; Mind Shield-21 [10]; Mindswitch-16 [1]; Mindsword-17 [2]; Mindwipe-16 [1]; Photokinesis-16 [1]; PK Shield-17 [2]; Precognition-22 [12]; Psi Sense-17 [2]; Psychometry-16 [1]; Pyrokinesis-16 [1]; Sleep-17 [2]; Suggest-16 [1]; Surge-16 [1]; Telecontrol-16 [1]; Telekinesis-17 [2]; Telereceive-21 [10]; Telescan-16 [1]; Telesend-17 [2].

EQUIPMENT

Lucas Peterson, in his civilian identity, carries only mundane equipment such as business cards, a cell phone, a top-of-the-line digital camera, etc.. The one "accessory" that he always has is his cane - a black-painted wooden cane with an ivory handle and polished brass tip - an affectation he uses as part of his "disguise". As the Aura, he doesn't wear a costume per se, but operates in a billowing hooded robe and silk mask - both in black - which serve to hide his features.

BIOGRAPHY

Jon Gerhardt born in 1968 to two wealthy child psychologists in Germany; he spent most of his youth alone, away from home in fancy boarding schools. His parents could afford the best in education, and had no time for social interactions with their intelligent young son. Eventually, Jon discovered that his genius parents had genetically gifted him with psionic abilities. He told no one, and received no formal training, but managed to gain some control of his powers on his own.

By 1990, at the age of 22, Jon was enrolled in university. Wandering from a class-room one evening, he came across two men dragging a woman between them. Fearing the woman was being abducted, Jon attacked the men with his developing but unstable powers... Both men died as their minds and bodies were shredded under his combined telepathic and telekinetic assault. As Jon stepped forward to comfort the woman he'd rescued, her cries of surprise turned to shrieks of fear and loss when she saw her two brothers dead on the ground. Aghast at his tragic mistake, Jon turned to leave, but met a group of Polizie that had responded to the woman's cries. They drew weapons as the hysterical woman pointed frantically at Jon, and clearly regarded him as hostile... He was too upset to try to reason with them, and had no choice but to defend himself... In the confusion that followed, the officers were killed, the woman escaped, and Jon fled the scene. His description was pasted on every television set, and the media named him the Mind Shredder, offering a one million deutsche marks reward for his capture.

Pushing his powers, Jon dove into the underground and hid from the authorities. He made contact with the remnants of the Bader Mienhoff gang - a pack of terrorists from the turbulent 1960s and 1970s, now in their fifties and sixties - and survived hand-to-mouth for a few years. After three years in hiding, Jon learned that his father had died, and that his mothers had taken ill. In an attempt to reach her, hoping to use his psionic healing talent to make her well, he was captured by European IST forces. During his trial, Jon learned that his father's death was due to a villain (who was unidentified) trying to extract a genetic sample from him, and that his mother's illness also stemmed from this same villain's actions.

The German high courts sentenced Jon Gerhardt to 'Kirch-Goins', a former U.S. Army base, now a forbidding and lonely prison referred to by the former service-men as "the Rock". In 1998, after five years of incarceration, Jon was approached by prison officials and asked if he would participate in a experimental program to remove his psionic powers. A parasitic organism had recently been discovered in the depths of the Amazon rain forest that - when administered via helmets and bands - could reduce psionic activity by a factor of twenty.

A new genetically-altered form of the parasite had just been developed with the goal of internally blocking the use of all psionics; they needed a test subject, and Jon agreed. While resting in the Hospital ward, waiting for the parasite to strip him of his powers, Jon instead experienced the magnification of his psionic abilities... With a simple touch of his powers, Jon located a jet aircraft fifty miles away and his teleportation skill placed him in the vehicle's restroom. Because of a limitation on his power, he was violently thrown against the bulkhead and rendered unconscious. Hours passed before anyone found him, and when he awoke he used his telepathy to take the place of another passenger. He was soon safely in the United States. There, his psionics successfully hid him in the teeming masses, and bought him breathing room to assess his new situation. Jon changed his appearance - grew a moustache, colored his hair, affected new mannerisms - and became Lucas Peterson, reclusive artist. He also used his "talents" to have this identity legally established, so that he could begin an entirely new life. Lucas decided to change his ways. Knowing that sooner or later someone would discover his true past as the fugitive Shredder, he chose to become the hero known as the Aura. (He hopes that if the day comes that his secret is revealed, his heroic record will show his aid to society, and convince the authorities to be lenient.)

Lucas operating as the Aura for about a year before his identity became known to the public, who know him only as a telekinetic crime-fighter. (The scope of these powers is not known, since the Aura has never been seen lifting any object heavier than a person. It is also known that he glows occasionally; he does this intentionally to throw off anyone who is trying examine him. So far, he has managed to keep his other powers secret.) Not long after that, he was asked by the American branch of IST to provide an application for membership. He politely declined, however, explaining his lack of interest by saying, "My Salary and per mission bonus requirements are..." He continued independently, trying to do as much good as possible. And in the meantime, he was channeling other energies into his new career - that of fine artist. Working in painting, sculpture and photography, Lucas' art-work made a big impression; his work was sold in some of the finest galleries, and it made him a lot of money.

Just over another two years later, late in 2000, the Aura received another job offer, this time from a massive multinational conglomerate known as the American Diamond Corporation. They were recruiting super-humans for a team of corporate trouble-shooters called Damage Control, and asked the Aura to join; he accepted. In the several months he was worked with Damage Control, all has gone well, though he has become aware that some of the super-villains that he has jailed as the Aura are out of prison, and looking for him... Also, the Aura's superiors in the Corporation have hinted that they know a lot about him, however they have not acted in any way as to endanger his lifestyle or freedom... yet.

ENCOUNTERED

Lucas Peterson is a loud and self-aggrandising man, despite his small size and seemingly frail nature. He is boastful and firmly convinced of his own brilliance, both as a man and as an artist. His style is contentious and confrontational, up to (but not quite at) the point of being truly offencive. To some degree, this personality is artificial, having been created to differentiate Lucas Peterson from his natural identity as Jon Gerhardt. Even so, Lucas has taken on a life of his own, and the act is sufficiently good that Lucas is seldom even consciously aware that he's pretending.

Evidence of the Lucas persona's "life of its own" is his growing reputation as an artist to watch... At one of his first gallery openings, Lucas experienced an "attack" from his psionic parasite, and passed out from the pain. He was rushed to hospital, but he checked himself out of the ER - with an ADA (Against Doctor's Advice) - before any tests could be run. He explained, "I have my own personal physician, and he is more competent than you organ-harvesters". (He left, of course, because he knew exactly what had happened, but cannot risk letting someone else perform a blood test, lest they discover the parasite.) He returned to the gallery before it closed, but the only explanation he offered to the curious public was, "Seizures, childhood illness". Since that time, Lucas Peterson has passed out or become weak in public several times, leading to gossip that he is seriously ill. The result has been an increase in his sales, and in the prices he charges for his work; a dead artist is worth more than a living one, and Lucas is amused by the speculation...

As the Aura, Lucas is a bit more reserved and cagey. The brash braggadocio of Lucas the Artiste becomes a steely sense of self-confidence that is, if anything, so strong that it's detrimental. In either identity, Lucas' true nature is to be guarded, a legacy of the years he spent in the European underground, and his psyche's reaction to living in a near-constant state of chase...

THE AURA'S POWERS

With his high-powered Mental Shield, the Aura is confident that he can avoid detection by the casual psionic. He does, however, make at least one daily sweep at the maximum reach of his Telepathy to determine if there is any other psionic activity in range (just to know). Performing this sweep counts as one of his four uses of Telepathy for the day, but maintaining is Mind Shield does not.

In combat, the Aura tries to stay out of direct melee, letting the "bricks" and martial artists do all the heavy work. Between Telepathy and Telekinesis, he has a number of silent and invisible attacks capable of non-lethally stopping his opponents - he can erode their Fatigue with Mental Blow, telekinetically grapple or lift them off the ground, etc.. (See pp.P33-35 for examples.) If he faces a truly dangerous foe, however, he will not hesitate to use his Telekinesis, Mindsword or Teleport skills to destroy or remove his enemy however he can... The Aura will use any or all of his powers to end battle quickly, due to the negative effects his parasite can have on him. To date, Damage Control has successfully eliminated most of the villains they've faced within one minute. Of course, the team understands that it is only a matter of time before they encounter someone with serious experience, superior ability, or who is expecting them. Anticipating this, the Aura and his team-mates make weekly use of the corporate "Danger Room" to hone their skills and powers, especially when they have advance intelligence on the opponent(s) they might face.

CANONICALITY

The Aura is canonical with the exception of two house-rules. The first is the suite of advantages and disadvantages modelled by his Psionic Parasite; see below. The second is the Reaction Speed trait, used to determine combat sequence and number of actions in an alternative to the standard combat rules. These rules are available in a GDF for the GURPS Character Assistant software, and can be found at the link (the download includes .txt files outlining the new rules):

Reaction Speed GCA GDF

THE PSIONIC PARASITE

The parasitic organism that amplifies the Aura's psionic powers is a set of advantages and disadvantages - some canonical, most invented - which function as a whole. On the positive side, the parasite turns the Aura's brain into a Drug Factory (p.Ci53) which produces a single chemical concoction that affects only him, and which cannot be used by or administered to others. It is not unlike the bio-psi drug Brainstorm (p.P78), except that it doubles the Power level of each Psionic ability, and is always in effect. It has no effect on skill levels. On the negative side, however, this increase in psionic power comes with a spate of drawbacks. The Aura is not able to improve his body's fitness through training; his HT, Hit Points and Fatigue stats can never be permanently improved with earned experience points. Further, if the Aura's Fatigue score ever falls below 4, he immediately takes 3d-2 damage to Hit Points. Additionally, there is a chance every day that he will suffer a "parasitic attack"; at some point during each day (GM's discretion), a roll of 8- on 3d will result in the Aura taking 3d-2 to hit points. (Note that both of these damaging effects may occur on the same day. And if Fatigue is restored to 4+ and then drops again, the damage is taken again...) Any time the Aura takes damage from the parasite in one of these ways, he must make a HT roll to resist going into "system shock". This applies shock penalties until the end of his next turn (as per p.B126) and leaves him physically stunned (p.B127). This is irrelevant, of course, if the damage takes the Aura to negative hit points and leaves him incapacitated (or dead). The Psionic abilities listed among the Aura's Advantages reflect the permanently doubled Power levels. Even so, the Psionic Parasite's total value is negative, and is listed among the Aura's Disadvantages.

WHAT IF?

The Aura is intended for supers gaming with a darker or more gothic tone than most four-colour comics, although there is no reason why he can't co-exist with more traditional, more colourful heroes. (Batman and Superman occupy the same world, after all, and often even serve on the same team.) The Aura's history is a depressing one, and his future is uncertain. In the meantime, he has reinvented himself for one shot at some kind of salvation. If used an NPC, the Aura can play up on themes of powerlessness (under the control of the Parasite, wanted by the authorities), the use of masks and artificial identities (the Mind Shredder image invented by the media, the Lucas Peterson persona invented by Gerhardt) and/or a desperate struggle for redemption (the heroics of the Aura balancing the mistakes of the Shredder)... As a PC, the Aura can use these themes as well, trying hard to remain calm and confident while IST, escaped super-villains and even his own corporate bosses come ever closer to discovering his secret. This doesn't necessarily mean, however, that the Aura is a depressing character; Lucas Peterson is pretentious and upbeat, and in costume he is willful, focused and confident.

ADVENTURE SEEDS

Extra-Curricular Business: Lucas Peterson has just gotten quite a scare. His agent called him, informing him that a man named Robbie Irons has been to a couple galleries, asking to get in touch with him. Lucas doesn't know Mr. Irons, but realises immediately who he is: he is the super-villain known as Lodestone, whom the Aura captured a year earlier. Lodestone's magnetic- and metal-based powers pose little threat to the Aura's telepathy, but the fact that Irons is asking around for Lucas Peterson suggests that he knows that Lucas Peterson is the Aura. And if he knows that... The Aura's contract with the American Diamond Corporation stipulates that he is not meant to engage in any super-heroics outside Damage Control's corporate-sanctioned trouble-shooting activities. But this is too important to be ignored, and too sensitive to take to his bosses. So Peterson uses some of this wealth to hire the PCs - either independent vigilantes, heroes, even highly-skilled normals - to look for Lodestone and bring him in. Since he is hiring them as Lucas Peterson, he wants to keep the Aura's name out of it. But as the PCs' investigation goes along, the Aura's name will no doubt crop up, since he was the hero most recently responsible for Lodestone's capture. How will the PCs go about finding Lodestone, and how much of the backstory will the unravel? (For some added complexity, it is possible that Lodestone is working for the as-yet-unidentified super-villain that killed his parents, and who still wants a genetic sample of the psionic parasite... If the PCs learn this, they might become aware of much more than Lucas Peteron wants them to know...) How will Lucas Peterson steer their activities, if at all, if they stray too close to the sensitive truth? As it is, he's in violation of his contract. Will he risk making things even worse by asking the PCs to do anything... unsavory?

- written by Samir (samir@chisp.net)
- edits & additional material by andi jones (andi@angelwerks.com)

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