Geoffrey McAlister - Classic Style
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Geoffrey McAlister

F
Gd 10
A
Ex 20
S
Gd 10
E
Ex 20
R
In 40
I
Rm 30
P
Am 50
Res
Rm 30
Pop
Ty 5


*off
Gd 10
*dex
Gd 10
*upr
Gd 10
*res
Ex 20
*log
Rm 30
*alt
Rm 30
*will
Am 50
*mat
Rm 30
*pub
Ty 5


*def
Gd 10
*bal
Rm 30
*lwr
Gd 10
*sta
Ex 20
*mem
Am 50
*awr
Rm 30
*pre
Am 50
*$
Rm 30
*sec
Ty 5


Health:
Karma:
60
120
NH:
MH:
42
162

Origin:

Geoffrey McAlister is a psi, an otherwise normal human who, through intense training and discipline, has managed to unlock several potent (yet latent) abilities inside his mind. While he may wield considerable might in social circles, it's the power of Geoffrey's mind that makes him truly dangerous...!

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 Amazing (50) 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 up to 40 yards wide - almost a full area across - in either a horizontal or vertical orientation. This web is of an effective m.s. of Incredible (40), and those within must defeat this rank in order to move about.

Object Weakening (s): Geoffrey can reduce the m.s. of an item by 1 CS per application of this psikinetic skill, if he can first defeat its m.s. with a comparative FEAT with this Incredible (40) ranked power. This effect is temporary, but can be used to easily destroy an object while it is so weakened.

Psychokinesis (a): this handy art converts the potential energy within an object into kinetic energy - instantly. This has the effect of causing MB damage to living targets, and can break objects if Geoffrey can pass a power FEAT against the material strength of an object with this Amazing (50) ranked 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 provides him the following protection from attack:

In 40 / Am 50 / Gd 10 / Am 50 / Sh 0

Power Dampening (s): Geoffrey may use this Amazing (50) ranked psikinetic skill to reduce the intensity of ambient energy sources in his vicinity. He can lower such sources by up to 50 points with a successful FEAT roll against 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 Excellent (20) ability. He can read 20 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 rank (Remarkable (30)) in explosive (Edged Attack) damage on contact. This may also break the charged object; make a FEAT roll vs. breakage.

Object Animation (s): wielding this Incredible (40) ranked 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)

Quirks:

Attitude:
Geoffrey is... arrogant. Incredibly so, in fact. In order to restrain himself when dealing with those he feels are his inferior, Geoffrey must pass a Psc (will) FEAT roll at -1 CS first... assuming he wishes to. After all, why should he bother worrying about how his lessers feel?

Psionic Potential: while many folks have to work hard at unlocking their psionic potential, Geoffrey has always had this potential active... it just went unrecognized for a long time. This quirk allows him to reduce the price of new psi powers purchased during game play by 20%.

Quick Learning: while he's kind of arrogant, it's not necessarily undeserved; Geoffrey's rather bright, and a very quick study. As such, he can gain new talents at 80% of the usual cost, meaning that he can master skills much faster than your average Joe - or even your not-so-average Joes.

Sanity: thanks in part to his background, and in part to his training with Yogi Samuelsen, Geoffrey is virtually unflappable. When faced with the bizarre he can easily maintain a 'poker face', and makes FEAT rolls required to retain his sanity at his Psc (will) +2 CS.

Snob: Geoffrey is an elitist snot, that's for sure. He's used to hanging with his high society friends, and rarely has the inclination to deal nicely with the 'little people'. This causes folks that aren't of his ilk to react to him as though his Pop score was -2 CS lower than is listed above.

Talents:

Heir to Fortune:
Geoffrey was born rich - and he's worked much of his life to enhance this state even further. As such, he's rather well off, and has a constant flow of money and material goods at his beck and call. This, of course, in addition to having 'people' on staff that readily do his bidding...

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 make FEAT rolls to determine whether or not psi powers are at play, and even which power is being used, at a +1 CS.

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...

Contacts:

Geoffrey can rely upon his psionic master, Yogi Samuelsen, for assistance in a pinch... Geoffrey's his greatest pupil, after all. Furthermore, as a partner in the ascendant human mercenary organization known as T.H.E.M. (don't ask what it stands for), Geoffrey has many super human allies.

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 ranks have been boosted by 1 CS, 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...!

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