Sean Burke (Psychic Medium) Level Up (10/03/2023)

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Sean Burke
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Sean Burke (Psychic Medium) Level Up (10/03/2023)

Post by Sean Burke »

Player Name: Jim Mohan
Link to Ledger: Ledger Link

Character Name: Sean Burke
Alias: Burke to most of his work associates. Sean or Seaney boy to close family.
Occupation: Professional Driver
O.C.C.: Psychic Medium
Alignment: Unprincipled
XP Level: 1
XP Points: 3,000 (10/03/2023 ~Consumer)
Next Level @ XP: 2,101
Sentiments/Supernatural: Sean is very skeptical that the supernatural exists. He is still having a hard time reconciling his own spirit guide and believes he may be going crazy. He often estimates his own abilities as an insanity or pure instinct but is slowly accepting it.
Sentiments/Mages & Psychics: Sean has a similar skeptical take on mages and psychics in spite of his own abilities. He is taking things slowly as he delves into this new world.
Disposition: Sean is talkative and friendly. He can be excitable at times but for the most part doesn't lose his temper. He is charming, easy to talk to and mostly easy going.

I.Q.: 12
M.E.: 14
M.A.: 13
P.S.: 16
P.P.: 13
P.E.: 17
P.B.: 12
Speed: 17

P.P.E.: 2
I.S.P.: 12 (x2, x4, x6, x8)
The recovery of I.S.P. is a natural process and is the same for most psychics, but not all. Total relaxation or sleep will restore one I.S.P. per each full hour of uninterrupted rest. Meditation is an automatic ability of the Medium and a superior form of relaxation and alignment of mind and body, thus, it restores two J.S.P. per thirty minutes of meditation; no I.S.P. cost to perform.

H.P.: 18
S.D.C.: 50
Age: 25
Sex: Male
Height: 5' 11"
Weight: 195
Description: A fair skinned man with long well kept red hair and a beard. Brown/Green Eyes. Medium Build and slightly taller than an average man.

Natural Abilities
Perception: (25%+5%)
Charm/Impress: 10%
Invoke Trust/Intimidate: 25%
Max. Encumbrance: 58.5 lbs
Max. Carrying Weight: 160 lbs
Max. Lifting Weight: 320 lbs
Max. Jumping Ability: Length: 8.5ft and Height: 4.25ft

Special Abilities
A Psychic Medium can see or sense the presence of the Spirit Guides of other Mediums, though they can't speak to them. Supposedly, this is because each Spirit Guide is linked to one specific individual, and is unable to communicate directly with any other living person. The ghost serves as the Psychic Medium's direct link to the other side, and the Medium serves as the ghost's direct link to the world of the
living. A bond shared exclusively between those two beings. No I.S.P. cost.

The Psychic Me­dium's link to the other side via his Spirit Guide enables the character to sense the presence of other Spirit Guides, ghosts and Entities. He can even see Entities when they are in their invisible energy form. This ability is automatic and does not require any special focus or concentration. If a pair of Polter­geists are playing in the room, he'll sense them from outside (within 200 feet/61m) and see them the moment he enters the room. Likewise, if a Haunting Entity (a sort of ghost) walks past the door, the Medium will see it in whatever man­ifestation the Entity has currently taken for itself.

Poltergeists will listen to the Psychic Medium like playful puppies and will obey him if told to behave or sent away to another part of the house or area. Haunting Entities are the most cooperative and will speak to the Medium as if he were a long-lost brother, telling him everything they know, though their information will be interlaced with their own tragic his­tory, woes, fears and desires (which may enable the Psychic Medium to help them and free the Entities from their bond­ age on Earth). Extremely overwrought, hate-filled and evil Haunting Entities will speak to the Medium, but may refuse to help or only offer a tiny bit of helpful information. Some may even threaten the psychic and his comrades, but are likely to be more talk than action, because the creature will sense that the Medium can hurt them with his Spirit Strike.

Syphons, Tectonic and Possessing Entities will stop, listen and consider what a Psychic Medium has to say, but they are the most powerful and evil of the lot and are not compelled to obey or do anything asked of them. Note: The Psychic Me­dium can see a Possessing Entity when inside a host body as well as in its energy form. Other Spirits may also stop, listen and consider what a Medium has to say, but remain free to do as they will. No I.S.P. cost to see or communicate with spir­its

This ability is reminiscent of possession in that an Entity, spirit or splintered life essence of anAncient Evil or Alien Intelligence enters the Medium's body to communicate with humans. It is distinctly different, however, because the Medium willingly allows himself to be used as a vessel for communication, the possessing force can use the body to point or flail around but cannot actually attack anyone, and the possession is always temporary, seldom lasting more than 10 minutes.

To channel, the Psychic Medium goes into a light trance (requires 1D4+ 1 melee rounds of preparation) and opens himself to become a living conduit through which spirits and energy beings may enter his body and use it to communicate with the living. The spirits can sense this opportunity and are attracted to the open vessel. A spirit may be friendly and cooperative, mean and belligerent, cocky and snide, spiteful or helpful. Good or needy spirits (the latter are in need of help from the living) may answer questions truthfully and genuinely try to help, but malevolent spirits may twist the truth, lie, mislead, mock or threaten.

To attract a specific spirit, the Medium softly speaks the name or basic identity of the spirit with whom contact is desired as if it were a mantra (i.e., "Fred Bishop, Fred Bishop, Fred Bishop," or ''the spirit of the sad little girl," etc.) and waits (1D6 melee rounds). Meanwhile, the other participants should also concentrate on making contact with the ghost. The more positive and unified the group is, the better the chances of contact. A Nega-Psychic in the group is likely to keep spirits at bay.

Spirits are unused to speaking and being heard by the living, thus, they do not usually lead the conversation and wait to be asked questions by those involved in the seance. The Medium can't ask questions because he is the vessel through which the spirit speaks, so others must do the questioning.
Only one person should speak at a time, and the more specific and to the point the better. If several people talk at once, the ghost becomes confused and frustrated, and it may leave without saying much of anything. Likewise, even a rude or nasty spirit should not be insulted or it is likely to vacate the Medium before it has provided the information it may know. Note: Just because contact is made with a spirit, it doesn't
mean the spirit has the information the player characters seek or that it will understand what they want of it. More than one spirit may be attracted to an open Medium (think of the spirits as being moths and the Medium being a flame), and a stronger, more aggressive spirit may chase another spirit out of the Medium's body so it may speak. Consequently, it is not uncommon to have 1D4 spirits speak through a Medium during a seance. Sometimes that's hard to tell because the spirits don't usually identify themselves.

Duration of Contact: 1D6+2 minutes before the Entity/spirit pulls back its energy.
Success Ratio: 60% + 3% per level of experience, + 20% if the spirit desires to communicate. Penalties: -20% if the spirit is reluctant or unwilling, -5% for each skeptic or participant who does not want to make contact, -20% for each Nega-Psychic in the group or within range of his negative influence.
Requirements & Restrictions: One Psychic Medium to open himself to the spirit world, and at least one person to ask the questions, but may accommodate as many as 12 people in the actual seance group and there can be an audience of as many as 5000 people provided there aren't any (or many) NegaPsychics around. The Medium can only perform Psychic Channeling once for each level of experience per 24 hour time period, and needs a short, 5-10 minute break between each experience to rest and recover his energy.
I.S.P.: 5

Emotions, experiences, and trauma leave an invisible, psychic impression on physical places like an invisible afterimage, psychic scar or imprint visible only to certain types of psychics. Some supernatural beings, like the Haunting Entity, can sense these impressions in a profound way, are attracted to them like flies to honey and assume one of the strongest personalities and reenact one of the more profound/dramatic events. The Psychic Medium can also pick up on little snippets of information from the past by entering into an Auditory Trance and hearing it for himself.

An Auditory Reading lets the Medium tune in to the psychic vibrations of a room or small area. The entire experience takes 1D4 melee rounds (15-60 seconds), though it usually seems more like 2-5 minutes to the psychic. The trance momentarily shuts out the rest of the world as the Psychic Medium hears a cacophony of sound rushing past him as if someone were fast forwarding an audio tape. Most of the sounds are muffled, pushed into the background and are mostly indistinguishable. The Psychic Medium might be able to recognize laughter, voices speaking, the sounds of a party,
a television in the background, a dog barking, birds chirping, a thunderstorm, and similar sounds, but cannot actually hear the words being spoken, until one particular sound, phrase, sentence or brief exchange stands out like a cannon blast. The identifiable sound(s) could be a gunshot, crying, glass breaking, or a scream to actual words. Whatever the sound is, the Medium knows it is always an important clue to what happened, who died, who committed the evil act, where it happened, why it happened, where the victim or perpetrator might currently be located, and similar. The Medium may also get a sensation of anger, fear, hate, joy, love, concern, etc., but not always (G.M.'s discretion).

The name, word, phrase or sound is always information not yet known, providing a new clue/lead, or filling in a missing piece of the puzzle ("Carolyn," "Kent," "upstairs," "outside," "Mike's," "Chicago," etc.). A phrase or sentence may indicate even more, including time, motive, or unknown
details. ("Frank, it's 1:15, we have to go," "open the safe," "Randy, what are you doing?" "give me the book," "you shouldn't have threatened Tony," "never double-cross the Consortium," "I'm calling the police," and so on.) Note: Words are always heard in the voice of the person who spoke
them, which may be a clue all by itself, indicating the person's gender, emotional state, general age, ethnicity (via accent), and similar. The Medium will also hear and remember any significant background noise, like voices or crying, or the crash of breaking glass, the chime of a clock or church
bells, geese outside, gasping for air, a body hitting the floor, and so on. All of which may provide additional clues to what happened.

The Medium remembers the sounds and words clearly and correctly, so a phrase will not be forgotten or jumbled, and the psychic may recognize the voice or sound he heard in the trance the instant he hears it again while in the real world. The recollection is so vivid that the Medium has a 01-80%
chance to recognize the specific voice (or sound) if he hears it again within the next 96 hours, + 15% if the voice happens to speak the exact same word(s) or a very similar phrase, or is a threat directed at the Medium. The character must hear the words himself to recognize them. Success ratio based on the passage of time: 94% for events that occurred within the last 48 hours, -10% for events within the last two weeks, -20% for events of the last two months, -30% for events of the last two years, -40% for events of the last two decades, -60% for events that occurred in the last two centuries, and -80% for events that happened in the last two thousand years. A specific person, event or time must be part of the focus, such as trying to discover what happened when so and so was attacked or murdered, and the more recent the event/incident/time period, the better the result.
I.S.P.: 4.
Limitations: 1) A successful Auditory Reading provides the Medium all there is to learn. Additional readings only repeat the same thing. A different Psychic Medium can try his luck, but if he too is focused on the same person, same event or same time-line, he is likely to get the same sound bite/clue. Failure to get a reading means the Medium may try again, but he must wait at least 12 hours. Other Psychic P.C.C.s can try
using their different abilities to get additional clues and insight.

2) An Auditory Reading is limited to one specific room or area such as the front or back porch, basement, attic, patio, backyard, the south end of a parking lot or construction site, a specific street comer, the scene of the crime, an automobile (must be inside it), etc.

3) Only the Psychic Medium hears the sounds or words.

Scientists agree that the sense of smell is strongly tied to memory and recollection. A particular smell might remind you of Grandma's house and unleash a torrent of fond memories and warm emotions. The smell of antiseptic mingled with blood might remind you of the intensive care unit or the death of a loved one. Meanwhile, the aroma of fresh baked bread might remind you of the bakery you passed every day on the way to school or of mom's home cooking.

The Psychic Medium's link to his Spirit Guide provides the character with additional information, clues and warnings through the character's sense of smell, but not ordinary smells, these are phantom odors that hold special meanings.

Phantom odors do not occur on a regular or constant basis. Phantom odors only happen when the Psychic Medium is concentrating on a specific problem, he spends two I.S.P., and is actively searching for clues. If the phantom odor is strong, the danger is immediate or a supernatural presence
close at hand. A slight smell is likely to indicate a presence or involvement of the supernatural in the past.
I.S.P.: 3.
Duration: One melee round per level of experience.
Note: Phantom smells may also occur as an automatic warning system (at no I.S.P. cost) to alert the character to immediate danger from supernatural evil or magic.

The Psychic Medium not only sees and communes with invisible spirits and energy beings, but can attack them as well. To attack, the Medium must will his inner strength to produce a damaging energy that can touch spirits. Each touch, punch, kick, or attack with any type of handheld melee weapon (club, knife, sword, chair, etc.) can hit the otherwise ethereal energy being and inflict damage. The energy
of the Spirit Strike can also be released as an energy blast, but such a ranged attack does half damage and has a limited range of 15 feet (4.6 m) +5 feet (1.5 m) per level of experience starting at level two.

Damage (Touch): 2D6 points + 1 per level of experience (half as an energy blast or when used on demons and other supernatural
beings in physical. form). Damage is direct to Hit Points and affects even the splintered essence or avatar of an Alien Intelligence. No effect on mortals or creatures of magic.
Duration: One melee round per level of experience.
I.S.P.: 10

The Psychic Medium can hear the death rattle of the dying. The Medium starts hearing the death rattle one minute before the individual expires, so he knows the person is about to die, and knows that when the sound stops, the person is dead. Only exceptional means (immediate medical intervention, heart massage, CPR, etc.) may bring a character from his deathbed back to the living, depending on the
injury, available medical help and circumstance. No I.S.P. cost; hears the Death Rattle whether the Medium wants to or not, provided the character is within range (50 feet/15.2 m). Also hears the wail of the Banshee as if it were a siren up to a half mile (0.8 km) away.

The Medium can touch the remains of a body (whole or part) and know the person's first name, gender, age, cause of death (disease, suicide, murder, etc.), and whether or not the supernatural was involved, actually seeing the face of the creature responsible. Takes one melee round to get this info. + 10% bonus to summon this spirit later in a seance.
I.S.P.: 5


Common & Additional Skills
Language: Native Tongue (88%+1%)
Literacy: Native Language (80%+2%)
Mathematics: Basic (72%+3%)
Lore: Paranormal & Psionics (35%+5%)
Lore: Superstitions (35%+5%)

O.C.C. Skills
Automobile (74%+3%)
Automotive Mechanics (70%+3%)
Truck (72%+4%)
Motorcycles & Snowmobiles (74%+4%)
Boat: Motor(69%+5%)
Airplanes: Propeller Types (64%+4%)
Radio: Basic (60%+5%)
Roadwise (40%+4%)
W.P. Blunt
Combat Driving
Physical Labor
Hand to Hand: Basic

O.C.C. Elective Skills
General Repair & Maintenance (55%+5%)
Navigation (40%+5%)
Wilderness Survival (30%+5%)
Lore: Entities & Ghosts (40%+5%)
Prowl (25%+5%)
Pick Locks (30%+5%)

Secondary Skills
First Aid (45%+5%)
Body Building & Weight Lifting
W.P. Rifles
W.P. Handguns

Combat Data
HTH Type: Basic
Number of Attacks: 4
Initiative Bonus: +1
Strike Bonus: +0
Parry Bonus: +0
Dodge Bonus: +0
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: +0

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Blunt: +1 to strike and parry
+1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15

W.P. Rifles: +1 to strike
+1 to strike at levels 1, 3, 5, 7, 9, 11, and 13.

W.P. Handguns: +0 to strike
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Illusions: +3
Mind Control: +1
Insanity (12+): +0
Psionics (varies): +0
Horror Factor (varies): +2 (+6 when dealing with ghosts and entities)
Last edited by Sean Burke on Tue Aug 01, 2023 8:24 am, edited 44 times in total.
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Sean Burke
Posts: 17
Joined: Tue Jul 11, 2023 10:47 am

Re: Sean Burke (Psychic Medium)

Post by Sean Burke »


1924 Chevrolet Model H Truck

Carried/In Hand

Worn on Person
Button down shirt, top button open
wool trousers
heavy overcoat

holy cross necklace

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, water bottle, minor items, or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a paperback novel will require more than one space.
• Space: First Aid Kit
• Space: 1d4 rolls of bandages
• Space: 1d4 rolls of ace bandages
• Space: Large flashlight
• Space: small flashlight
• Space: cigarette lighter
• Space: pocket knife (1d4 damage)
• Space: 100' Rope
• Space:
• Space:

Stored in Vehicle
Wooden Baseball Bat
.38 Revolver

Stored at Home
basic wardrobe
some dress clothes
one expensive suit

Cash on Hand: $188.00
Savings: $400.00

Gear Stats

Wooden Baseball Bat
  • Range: Close Combat
  • Damage: 1D8
  • Weight: 2 lbs
  • Features: None
  • Modifiers: None

.38 Revolver
  • Range: 135'
  • Damage: 2D6
  • Rate of Fire: Single Shot
  • Payload: 6
  • Weight: 3.5 lbs
  • Features: None
  • Modifiers: None

1924 Chevrolet Model H Truck
S.D.C. by Location:
• Main Body: 600
• Windshield: 10
• windows (8): 10 each.
• Doors (2): 100 each
• Wheels (4): 50 each.
Statistical Data:
Maximum Speed: 65 mph
Range: 200 miles
Crew: 1
Class: Automobile
Dimensions: [Height: 5'11", Width: 5', Length: 11.5', Weight: 2700 lbs]
Cargo: up to 3,000 lbs.
Power System: Combustion Engine.
Features of Note: None.
Tow truck.jpg
Tow truck.jpg (12.07 KiB) Viewed 197 times
Last edited by Sean Burke on Mon Jul 24, 2023 7:21 am, edited 7 times in total.
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Sean Burke
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Re: Sean Burke (Psychic Medium)

Post by Sean Burke »

Background Story

Sean was a first generation Irish American. The third son of Irish immigrants, he was born in small cabin in the Appalachian Mountains in West Virginia. His parents, Ulster Protestant emigrants, left Ireland during the Great Famine in search of a new start. Sean’s father found work in the lumber industry while his mother tended the home, children, and their personal gardens.

Sean’s education was limited to evening home schooling which his mother attended to. His early childhood days were spent tending to the house choir with his mother until he was old enough to join his father. From 12 years he spent most of the day working in the logging camps. He learned very quickly the meaning of hard work. Around his 18th birthday Sean was presented with an opportunity for new employment outside of the logging camps. He was offered a position delivering lumber to neighboring towns and city after it was processed in the sawmills.

As a driver, Sean quickly learned the roads. He enjoyed the solitude between stops were he could enjoy the scenery in peace. His father did not appreciate the job, he saw it as a lazy man’s way of making money. At around 20 years old, the logging business dried up. With the forests depleted there was little work left. The timber that was processed was from the second cutting of the trees. Delivers slowed and so did Sean’s hours.

A thing happened. On January 17,1920 the Eighteenth Amendment went into affect. America banned the sale and import of alcohol across the whole country. Although Sean’s parents were very happy with the ban, Sean was not. It did open the door for a new opportunity. No stranger to the locals or the roads, Sean was offered a job driving shipments of alcohol at night. With the decline of hours at the sawmill he quickly accepted the opportunity.

Sean was able to get himself a small room of his own in town now. His parents were disappointed he moved out and could not figure out how he could afford to do so on a driver’s salary. His 2 older brothers and 3 younger sisters remained home with his mother and father. Having a room of his own, spending money and being in town brought Sean great joy. He felt independent. It also allowed him to deal with his affliction.

When Sean was 13, he was afflicted with visions. A man would present himself to Sean. Noone else could see this man. The man called himself Henry. Sean would often tell his mother and father about Henry and the things he told him. They believed the man to be a figment of Sean’s imagination. As time went by, Sean’s father became frustrated, and concern grew that Sean might have a psychological issue. It an attempt to “cure” Sean his father would beat him anytime he mentioned Henry. This quickly solved the problem of Sean saying anything to anyone about Henry, but it did not make Henry go away.

As Sean got older, other strange things would happen to him. He would see “ghosts”, smell strange things, and even tell when someone was about to die. He did his best to ignore the phenomenon and always remained silent about it. He was concerned that he may be losing his mind. Over the years he learned how to deal with it and balance life against strangeness.

Sean spent his free time studying and looking for others that might be experiencing the same things. Often when presenting the idea to others he would be laughed at. Never would he admit that it was his own affliction. On rare occasions he would meet people who could offer advise. It was from these people he learned to hone some of his abilities.

To this day, Sean is still not convinced that his affliction are psychic powers. He still often worries himself that the things he sees aren’t truly there.

  • Level 1: 0,000 - 2,100
  • Level 2: 2,101 - 4,200
  • Level 3: 4,201 - 8,400
  • Level 4: 8,401 - 16,800
  • Level 5: 16,801 - 25,000
  • Level 6: 25,001 - 35,000
  • Level 7: 35,001 - 50,000
  • Level 8: 50,001 - 70,000
  • Level 9: 70,001 - 95,000
  • Level 10: 95,001 - 130,000
  • Level 11: 130,001 - 180,000
  • Level 12: 180,001 - 234,000
  • Level 13: 234,001 - 285,000
  • Level 14: 285,001 - 345,000
  • Level 15: 345,001 - 410,000
Last edited by Sean Burke on Thu Jul 20, 2023 7:06 am, edited 1 time in total.
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Sean Burke
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Re: Sean Burke (Psychic Medium)

Post by Sean Burke »

Henry - Sean's Sprit Guide
Henry.jpg (6.39 KiB) Viewed 202 times
HP: 9
PPE: 11
ISP: None
Gender: Male
Kinship to Sean: No blood ties, that either are currently aware of
Age: 34
Cause of Death: War
Nationality: American
Time Line: American Revolution
Personality Traits: Pragmatic and Reserved, stoic even
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