Jesse started out as a CS Psi Stalker working out of the Burbs. He made corporal before he and his dog pack were assigned to long range patrol on the border with the Federation of magic. Thing were going well for him and his pack until some tensions began to boil up and they were sent across the border with a hit list of locations to deal with.
The new orders took their toll, and Jesse and his pack performed as well as could be expected. The first few assignments were but warmups, zeroing in on a vampire cult that had taken root and was trying to send agents into CS territory. His pack was cleaning out a stronghold when everything went wrong. They found out too late that their officer was compromised and had led them into an ambush, which left an entire town in ruins.
Jesse had enough, killing monsters and madmen was one thing, but schwacking an entire town was totally another. His pack was nearly all dead, and he was nearly killed as well before they decided to go AWOL, heading South and East. Jesse adopted the surname Doom and began taking jobs, but his dogboy had seen enough of war, and opted to retire on a farm they found along the way, adopting a small commune to protect. It was too quiet, and nothing to feed on, so Jesse continued on, taking contracts as he traveled the land.
Jesse Doom hunts monsters for a living, wandering the lands, looking for money and food.
Invoke: Monster hunter.
Compel: A psi-stalker's gotta eat.
Jesse's a deserter, but he did work with the CS, which, in addition to giving him trouble with the CS if he's caught, brings a bad reputation when people find out he did work for the Coalition
Invoke: When Jesse uses this to intimidate.
Compel: News gets out and he's got a bad rep.
You have an amazing affinity with wild and domesticated non magical animals. This does not include cats.
Invoke: Calm a rampaging beast
Compel: Be faced with cruelty to a noble animal.
Grew Up In A Rough Neighbourhood
Drink, brawl and blend in with a rough crowd.
Invoke: Drink, brawl and blend in with a rough crowd.
Compel: Make it harder to speak fancy or put on airs.
You strive to do what you believe to be right.
Invoke: Do better when doing the right thing.
Compel: Make your good intentions pave a certain well-known road.
Danger Sense (Cost 0)
You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
Hidden Knowledge (Cost 1)
You may use Lore for topics relating to magic and the occult.
Killing Stroke (Cost 0)
Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
Major Gateway: Psychic (Cost 1)
Your mind is unchained and your powers are whatever you choose to cultivate. You may select three disciplines of choice from any theme as well as from the unthemed list.
Extra Sensory Perception (Cost 0)
The mind sees what the eyes do not, and to be honest there’s a lot the eyes miss. Psychics versed in ESP can sense the presence of other psychics, of magic, of supernatural evil, of tears in the fabric of reality. They can sense the passage of time down to the nanosecond. They can see auras and creatures that have been made invisible by mystical or psychic means. Some are even capable of projecting their senses out of their bodies and seeing all around themselves at once.
Psychometry (Cost 0)
Objects carry echoes of the things they go through, imprinted upon them by the emotions of the people who experience them. Some psychics can pick up on these echoes and reconstruct them to peer into the past. There’s not a whole lot of versatility to this trick. Psychics versed in it can meditate upon objects to see the echoes of emotionally charged events in which they have taken part. A knife used in a murder, for example, might reveal the murderer. A wedding ring on the other hand might take an object reader through every significant event in a marriage in which it was present. It’s a simple trick, but the information it can impart should not be underrated.
Subtlety (Cost 0)
Sometimes the best defense is not being noticed. Just as there are abilities to perceive things about people – sense their presence, read their auras – there are abilities that deceive and deaden those senses. To that end psychics who study more subtle applications of their power can mask their own mental strength and abilities – making themselves appear normal or at least less powerful than they actually are. They can deaden the physical senses of those around them, allowing them to slip by unnoticed by suddenly the less observant. They can alter their auras to hide their nature and their mental and emotional states. To aid in knowing when they are being sought, they learn to sense the presence of other powerful minds and as a last resort they learn to shield their mental energies from being siphoned away just like their more defensively minded brethren.
Minor Gateway: Dimensional Being (Cost 2)
Feeding Requirement (Cost 0)
Regular food does not nourish you, or perhaps it does but it doesn’t provide quite everything you need. Instead you must feed in some manner appropriate to your race. This seemingly often requires injuring the victim being fed upon and can cause any number of problems.
Lesser Physicality (1)
You gain armor 6, an extra mild physical consequence slot and your normal physical stress track is replaced with the following: 2x 1, 2x 2, 1x 3, 1x 4, 1x 5. Your fight attacks are weapon 1 due to natural weapons or great strength. You gain +2 to overcome actions using raw strength.
Exotic Senses (Cost 1)
Jesse has the ability to sense the presence of supernatural beings and may make notice and investigate rolls based on this sense where relevant.
Reactive Shot (Cost 0)
You can use Notice instead of Shoot to make quick, reactive shots that don’t involve a lot of aiming. However, because you’re having a knee-jerk reaction, you’re not allowed to concretely identify your target before using this stunt. So, for example, you might be able to shoot at someone you see moving in the bushes with this stunt, but you won’t be able to tell if it’s friend or foe before you pull the trigger. Choose carefully!