Raquel von Seelenfreund    (Human Female Psychic)
Character Information   
Name: Raquel von Seelenfreund XP/Next lvl: 0 / 2005
Class: Psychic HP:curr/max 6 / 6
Alignment: Neutral Selfish AC:reg/rear/no shield 7 / 0 / 9
Race: Human Level: 1
Age: 23 Height: 6'0'
Weight: 154 lbs Gender: Female
Encumbrance: See Notes Movement: 20 meters
Languages: English, German
Ability Scores   
STR: 12 (+0)
INT: 9 (+0)
WIS: 12 (+0)
DEX: 10 (+0)
CON: 14 (+2 with added Cool point)
CHR: 14 (+2 with added Cool point)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: Physical: 13 // Mental: 12 // Evasion: 15 // Tech: 16 // Luck: 14

Description and Background   
Description:
Raquel is somewhat surprisingly tall and well-built for a young lady, taking after the tradition of her family, as the noble Seelenfreund clan have always been one of warriors. This heritage shows in her toned, swordsman's arms as it does in the rest of her athletic figure, though it by no means detracts from her obvious beauty. Her skin is the colour of chocolate, smooth and complimentary to her dense mane of dark curls. Though she enjoys the company of smarmy criminals and spacers, there is an air of elegance and sophistication about her that is hard to deny. It is impossible to know whether this unusual beauty is simply a result of fine breeding, a sign of eugenic augmentation in her heritage, or some strange side effect of her psionic powers. Typically dresses in a long, lordly leather coat, high leather boots, and is never seen without her family sword buckled about her waist, making her look somewhat styled after the sea pirates of ancient human legend.

Background:
Born on a planet whose infrastructure collapsed after the Scream, Raquel was lucky enough to be a daughter of one of the families that had come to rule over the simpler folk in the centuries since. The Seelenfreund clan kept their power mainly through a the application of pure force, the violent kind as well as the kind that draws more on personality and coercion, though even they would not have become as powerful as they did were it not for the aid of the psionic powers which many of them came to exhibit throughout the generations. Raquel was just the latest of her family's long line of 'Wahrsagers' or soothslayers, and like many before her she was raised to uphold the traditions of her lineage, groomed from a young age to be an agent and adviser of whichever of her elder siblings eventually became head of the house. Unfortunately, not long after completing her training the girl was was implicated in an act of treason that was orchestrated by one of the family's other psychic agents. The scandal resulted in the death of one of Raquel's elder sisters who was also the next in line to lead the clan. In response, the family's elders ordered that all current generation of psionics be executed, citing that they needed to make examples of the psychic upstarts before a full-blown rebellion was born. Luckily for Raquel, the elders - particularly her parents - were reluctant to see another of their daughters killed, but in fear that she had orchestrated the assassination herself to strengthen her own claim to power, they had her exiled from the planet. She was sold as a thrall of sorts to the first roving ship that next visited the backwater planet, and hasn't seen her home since. Ironically enough, Raquel flourished in her new-found life. her savvy manipulations and natural charm allowed her to carve out a niche for herself in every crew she joined. Her psionic abilities also made her an undeniable asset to whomever she sold her services to, regardless of the fact that for a long time she barely understood basic mo


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
'Hildebrand' 1 HtH 1d8+2/ n n +2 A pretech arming sword designed by Samaeltech; handed down in her family and given to her as a last boon before her exile; decorated with magnificent Judeo-Christian iconography. Deals 1d8+2 DMG; confers +2 to hit. Purchased with a Cool Point.
Advanced Bow 1 100/150 1d6/ n n 20 TL4 Compound Bow that folds up with its quiver when not in use. Stowed in backpack.
Monoblade 1 6/9 1d8+1/ n n Sheathed along the back of the waist, hidden beneath coat.
Knife 1 6/9 1d4/ n n A hold-out hidden in her boot.
Revolver 1 30/100 1d8/ n n 6 Mostly just for show. Worn in a belt holster.
Equipment
Qty Item Location
1 Hildebrand Belt Sheath
1 Advanced Bow w/Arrows Backpack (3 enc)
1 Monoblade Belt Sheath
1 Knife Boot Sheath
1 Revolver Belt Holster
1 Ration Backpack (1 enc)
1 Survival Kit Backpack (1 enc)
1 Telescoping Pole Backpack (1 enc)
1 20 meters TL4 Rope Backpack (1 enc)
1 Lazarus Patch Backpack (1 enc)
1 Compad Backpack (1 enc)
1 Type A Powercell Backpack (1 enc)
1 Leather Jack Worn
20 Items Not Listed Here (see encumbrance notes) Stowed on the ship


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 80 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Telepathy Powers
Level 1: Empathy - The user may determine the current emotions and any especially strong, emotionally-charged surface thoughts in the subject. This insight lasts only a few seconds. The target may make a Mental Effect saving throw to prevent the mind-reading; on successful save, the psychic gains only an impression of their current emotions.
Precognition Powers
Level 1: Omen - The precog may force a brief subconscious examination of future possibilities. The precog must have a relatively straightforward choice before her- perhaps to open a box, swallow a pill, or go into a spaceport bar. The precog will receive a distinct sense of whether following that course of action will result in physical injury or mental distress within the next ten minutes, according to the GM’s best judgment of likely outcomes. This power can be used only once per hour.
Psi Power Points
3/3
Money Situation:
Starting Credits: 400+200=600

Equipment Costs:
Advanced Bow: -50 =550
Monoblade: -50 =500
Knife: -5 =495
Revolver: -50 =445
Leather Jack: -10 =435
TL4 Backpack: -50 =385
x5 Rations: -25 =360
x2 Glowbug: -10 =350
Survival Kit: -60 =290
Telescoping Pole: -10 =280
TL 4 Rope: -40 =240
x1 Lazarus Patch: -30 =210
Compad: -100 =110
x1 Type A Power Cell: -10 =100
x20 Revolver Rounds: -10 =90
x20 Arrows: -10 =80

Current total credits: 80
Encumbrance:
Readied Item Limit=6 (STR/2)
Stowed Item Limit=12 (=STR)

Readied Items: 5/6
Stowed Items: 9/12

Items Currently Stowed on the ship:
x14 Revolver Rounds
x4 Rations
x2 Glowbug
Skills:
Artist: 0
Culture/Criminal: 0
Culture/Homeworld: 0
Combat/Primitive: 0
Leadership: 0
Persuade: 1`
Religion: 0
Active Goals
(main three)

1. Settle a dangerous situation with words instead of weapons

2. Cause a crew member to become personally indebted to me

3. Earn or save up to a comfortable 10,000 credits in personal wealth
Pending Goals
(to be cycled in as Active Goals are completed)
- Use charm and coercion to enthrall someone into doing something they normally wouldn't
- Give a fellow crew member a meaningful gift (they decide) worth at least 100 credits
- Use my precognition to prevent a crew mate from endangering themselves or someone else
- Befriend a useful contact in the form of someone outside the crew with helpful skills/resources
- Walk away from a combat situation without a scratch
- Learn a secret about each of my crew members
- Amass a personal fortune of at least 100,000 credits
- Spend a total of 1000 credits on meaningful gifts for my crew mates
- Spend 1000 credits on decorations, fine furniture, and other useless fluff to make the public areas of the ship cozier
- Spend 1000 credits on fine clothes, decorations, furniture and other useless fluff to fill my quarters to my liking
- Find some way to spoof or obtain a false Republic citizenship, that I might one day retire without fear of being hunted.
- Secure a condo or manor or some other form of ostentatious home on a pleasure planet whereupon I can retire someday