Cosm: Core Earth
Background: You always knew that you would be a Monk in the (excommunicated) order of St. Agabus, Patron Saint of Fortune Tellers. Just as you always knew that the Curch of your childhood community would burn down, even though you sought to warn the town - and that you would have to leave town because of the questions and rumors about how you could possibly have known about the fire before it was even set. Secure in the knowledge that your vision was granted by G-d, you did not mind being thought a witch as much as being dismissed as a mere pyromaniac.
You encountered many such incidents in your travels, and left many such towns before you finally made your way to Rome, just as you always knew you would, your past finally catching up with it's future. You have worked hard at your duties, providing physical training, spiritual guidance, and most importantly, preconative intelligence to the field agents of the RCIA. The invaders, though, have given you many more futures to follow each passing day, some new ones being born, many more blinking out of existance like dying embers in the night. But none of this has shaken your Faith, because you are sure that the Kingdom of G-d is real, and will eventually bring peace to the entire Earth. You know, you have seen it. And you continue to guide not only your flock of agents towards it, but all of humanity as well.
Personality: You appear flighty and unattentive, disconnected from the events that are happening around you. But that is only because you are always so far ahead, planning for events no one can yet forsee. You know the invaders can be beaten, and nothing will ever shake your resolve.
Equipment: Rosary, Monk's habit, tool kit, Fabrege egg, lottery ticket, map of the Yucatan peninsula (path from Belmopan, Belieze to Tikal, Guatamala outlined in red), business card of one "Casper Babbidge", two pigeons, goat, sacrificial blade (DV STR+1/9), Sacramento Library card (with computer privilages).
Quote: "Take the machete, the explosive chewing gum, and the pneumatic rosary. Go with G-d, my son."
Stats: (and Available Skills)
DEXTERITY 7
Dodge, Lockpicking, Maneuver, Martial Arts, Unarmed Combat
STRENGTH 8
TOUGHNESS 8
PERCEPTION 13
Alteration Magic, Divination Magic, Find, First Aid, Psionic Manipulation, Scholar (various, including Statistics, Languages, and Weather Lore)
MIND 11
Apportation Magic, Business, Evidence Analysis, Linguistics, Medicine, Psionic Resistance, Science (various), Survival, Test of Wills
CHARISMA 9
SPIRIT 10
Faith(Catholic Catholocism), Focus, Reality
Notes: Your Tag skill is Divination Magic. You must take at least one add in Faith (Catholic Catholicism), a Gnostic sect encompassing many rituals and belief systems - in fact, no two practioners are rarely alike, but all agree that salvation is available to all. If you select at least two Magic skills, you also get twelve points with which to buy Arcane Knowledges and Spells. To use Psionics, you must buy both Psionic Manipulation and Psionic Resistance, and spend at least one Possibility for a Power Group. At GM's discretion, any adds reserved for Scholar or Science can be determined once play has begun. They cannot be used until specified, and once specified remain fixed, just as if they had been determined during character creation.