Geoffrey McAlister - Saga Style
The New Universe Handbook
The G.I. Joe Handbook
Transformers:  Robots in Disguise
The Vintage Age Handbook
M.S.H. Infinity
Variant Earth 13
Miscellaneous Characters
The Universal Heroes Rules System
Customized Technohol 13
The Atomic Links
About the Author
Basic Technohol 13 Info
Technoholic Updates
The Technohol 13 Home Page
Variant Earth 13 Logo - LeftVariant Earth 13 Logo - TopVariant Earth 13 Logo - TopVariant Earth 13 Logo - TopTechnohol 13 Logo - Right
Variant Earth 13 Logo - Bottom

Geoffrey McAlister

Strength
7x
Agility
6x
Intellect
7x
Willpower
11c

Hand Size:
Edge:
4 (25)
2

Known Powers:

Trained Psi-Powers (psikinetic, traditional master): *

Telekinesis (a):
core of the psikinetic discipline of power, this art affords Geoffrey the ability to manipulate objects directly with his mind - no physical contact necessary. He can do this with intensity 14 ability, meaning he can shift up to 50 tons of material just by thinking about it!

Psi Web (t): Geoffrey can use this psikinetic talent to spread an invisible web of psionic force almost anywhere within striking (near missile) distance - in either a horizontal or vertical orientation. This web is of an effective m.s. of 12, and those within must defeat this intensity in order to move about.

Object Weakening (s): Geoffrey can reduce the m.s. of an item by 2 per application of this psikinetic skill, if he can first defeat its m.s. with a comparative easy difficulty object weakening action with this intensity 12 power. This effect is temporary, but can be used to easily destroy an object while it is so weakened.

Psychokinesis (a): this art converts the potential energy within objects into kinetic energy - instantly. This has the effect of causing physical damage to living targets, and can break objects if Geoffrey can pass an easy difficulty psychokinesis action against the m.s. of an object with this intensity 14 power.

Force Field (t): now that he's more of an adventuring sort, this psikinetic talent is vital to Geoffrey's continued survival. He can use it to contain his body within a powerful cocoon of protective mental energies, a cocoon that raises his protection from injury up to intensity 14.

Power Dampening (s): Geoffrey may use this intensity 14 psikinetic skill to reduce the intensity of ambient energy sources in his vicinity. He can lower such sources by up to 14 points with a successful easy action versus the intensity of said energies.

Psychometry (a): this handy psionic art allows Geoffrey to read the imprints of psionic energy left on an otherwise inanimate object by those handling it, with intensity 8 ability. He can read 64 years into the past of a given item, though much of this time may include rather useless information...

Object Charge (t): this psikinetic talent allows Geoffrey to charge an object with a vast amount of kinetic energy, a dangerous power that will inflict this power intensity (10) in explosive (physical) damage on contact. This may also break the charged object; make an easy difficulty action vs. the item's m.s.

Object Animation (s): wielding this intensity 12 psikinetic skill, Geoffrey can animate otherwise inanimate objects, giving them seeming life. Objects so animated will move in a manner appropriate to their form, and do Geoffrey's bidding to the best of their ability for as long as maintains this power.

Equipment:

(none)

Hindrances:

Overconfident:
Geoffrey is very, very self-assured, and feels that his psi powers make him above and beyond most any threat he should encounter. As such, any card he plays that is seven or higher in value will be treated as zero, and he cannot push - at least, until he's reduced to two or less cards.

Skills:

Psionic Theory:
wishing to master the fine art of psionics, Geoffrey has studied all manner of powers; how they work, what their visible signs are, etc... As such, he can attempt an action to determine whether or not psi powers are at play, and even which power is being used, at a reduced difficulty.

Theology / Yoga: Geoffrey is a highly disciplined young man, having practiced in the ways of Yoga for years. This meditative path is ultimately meant to merge his human spirit with that of the greater universe, and free him of the constraints of ego - naturally, Geoffrey has a long, long way to go here...

Calling:

Gloryhound:
while he'd never admit it to anyone, Geoffrey wants others to recognize his genius and power, and goes to great lengths to project an aura or superiority. He's almost unflappable in this, too, and it takes a truly bizarre or dangerous situation to render him speechless or otherwise at a loss.

Costume:

?

Personality (in the words of Doug):

Real Name: Geoffrey McAlister
Occupation: adventurer
Legal Status: citizen of the United States with no criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: T.H.E.M. (don't ask what it stands for)

Height: ?
Hair: ?
Eyes: ?
Weight: ?
Other Distinguishing Characteristics: ?

Story:

Geoffrey McAlister grew up in privilege. His parents came from old money, and made sure that Geoffrey knew what that meant - He was better than everyone else was. He went to the finest schools, wore the best clothes, and only had the proper friends. He learned the old family traditions and grew to revel in the exercising of his family's influence.

Everything came easy to him from school to social life; everything was his for the taking. All this changed when he met the Master Yogi, Marcus Samuelsen. Marcus was different from every other teacher that Geoffrey had met. The family's power or wealth did not intimidate him. Normally, that would get an instructor summarily dismissed, but Yogi Samuelsen was different.

He saw a potential in Geoffrey that no one else had ever suspected and few others could even begin to understand. Master Samuelsen knew how to unlock the true power lurking within the young man's mind, and once Geoffrey had a taste of it, he wanted it more than anything else he had ever known. Ever since the revelation, Geoffrey has been learning to harness his abilities under Marcus' tutelage.

He has all but forgotten about his family's affairs, but is still ingrained with the arrogance and snobbishness of his upbringing. He is convinced that he is far superior to everyone he will ever meet, at least, in his mind. Marcus has been slowly guiding him away from this mindset, but it's a long road ahead – one that Geoffrey is largely taking on his own.

Leaving the family's affairs behind, but certainly not the fortune, Geoffrey is on a quest to hone his abilities in the real world. He has been learning more about his abilities every day, and by following the mental exercises set up for him by his mentor, new ones. With his newfound abilities in hand, he has become a well-bred thrill seeker.

He has taken to putting himself in some normally dangerous situations, just to flex his mental muscles on the little people. Just recently, he took a stroll through Central Park at midnight, just to see how many muggers he could gather before he got bored with them. He left the lot of them tied to the upper branches of a single tree, laughing all the way back to his Manhattan co-op.

Almost every day now, he heads out looking for another way to push his limits and have fun. One means by which he does this is his participation in a joint venture that he has created with several other like-minded, super-powerful individuals. This venture, known as T.H.E.M. (don't ask what it stands for), is a for-hire problem solving organization, founded at the behest of Yogi Samuelsen... sort of.

You see, Samuelsen charged Geoffrey to use his powers to significantly help the world in some manner, and Geoffrey figured the best way to do this is to have problems come to him - the bigger, the better. Not only would he be able to make money in this fashion, but eventually a truly world-shaking problem would literally walk his way, and he could easily complete the somewhat vague mission before him.

While this 'big' problem has yet to rear its ugly little head, Geoffrey is doing just fine solving bizarre mysteries and the like with the rest of T.H.E.M...!

* Note: when Geoffrey first started game play, he was not in fact a psikinetic master - he 'only' had the first six powers listed above. Since he is now a master, their original intensities have been boosted by 1, which is reflected above. This makes him much more potent a psi, so if one were wishing to use him in their campaign, it may be easier to just use him at his beginning power levels...!

Extra Goodies:

Printer-friendly Geoffrey McAlister Text File
Text Version

Return to the v13 e mail heroes index page!