jaded: (adj.) tired, bored, or lacking enthusiasm, typically after having had too much of something
Yeşim Taşı hails from Glædwine, where she grew up in modest circumstances for the first couple of decades of her life. When Yeşim was in her late teens, she scored “moderate potential” on psychic aptitude tests, but was later rejected from academy studies due to a “lack of discipline and moral seriousness”.
Yeşim’s psychic aptitude was not one of “moderate potential”, but instead represents a shift in psychic norms that no test at the time was constructed to properly evaluate. In truth, Yeşim possesses hyper-precognitive abilities, which she has developed and sharpened on her own through trial and error since being rejected by the academy. Yeşim now continuously “sees” several seconds into the future at all times.
In the decade since her academy rejection, Yeşim has experienced a lifetime of adventure. She has been a mercenary, an explorer, a grifter, an entrepreneur, and a smuggler, and she has enjoyed great success in all of these ventures. Indeed, her successes have been so great and so consistent that Yeşim has grown bored with it all.
Only in her early thirties, Yeşim is fabulously wealthy, and she has a list of influential allies nearly as long as her list of sworn enemies. She is restless, eager to answer some new challenge that for at least a while can keep her thrilled, feeling alive.
Due to her hyper-precognition, Yeşim succeeds where most people of similar experience and skill would fail. She “sees” the consequences of her actions before she takes those actions. This has three game effects:
1. Yeşim always rolls twice for any attack roll, skill check, or saving throw, and she takes the better of the two rolls. She is also better able to avoid attacks, even those she may not be aware of. Yeşim has a +4 bonus to Armor Class as a result.
2. Once per hour, she may use the omen precognition psychic power with no power point cost. This permits Yeşim to experience a brief subconscious examination of future possibilities. She must have a relatively straightforward choice before her, perhaps to open a box, swallow a pill, or go into a spaceport bar. Yeşim receives 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.
3. With no power point cost, Yeşim may use the foretelling psychic power. With ten minutes of focused meditation, she can activate this power for an impression of the next important event that is likely to involve her personally within the next week. Brief images and visions of place are usually obtained, usually involving those people and locations most important to the event. If no important event is likely to happen within the next week, the power returns nothing. This ability can be used only once per week or until the foreseen event comes to pass, whichever comes first.
Armor Class: 5 (unarmored)
Hit Dice: 6+6 (21 hit points)
Attack Bonus: +3
Damage: 1d6 laser pistol
Skill Bonus: +3
Saving Throw: 12+
Movement: 30 ft.