So the Mind Bleeder has been on my mind for a while, mostly because they make worthy bad guys and enforcers. Like many psychic races in Rifts they are more like a race-plus, thus requiring a full racial Iconic Framework (similar to a dragon but not as powerful) to jam in all the powers and abilities. As a rule of thumb, I am seeing that if a “race” in Palladium Rifts cannot take an OCC then it is most likely requires a racial Iconic Framework, as opposed to using positive and negative racial abilities.
In the source material Mind Bleeders introduced a new power set called “Mind Bleeder Powers”. Reading through them most can be accomplished by appropriate trappings on Savage Worlds Powers or Mega Powers. However, to give some of the unique feel I added some Iconic Edges that give some focus and mastery to mental manipulation and memory alteration. Most of these edges are simply options from Mind Control or Mind Reading in the Super Powers Companion. Thus, they function similarly to the Psi-Blade and Telemechanics edges that add to or alter the use of an existing power.
To Savage the Mind Bleeder I used the Mind Melter as a base template. One advantage to the Mind Melter is that it is so vanilla that it makes a great basic framework for powerful psychics with lots of room to add flavour and unique abilities (which probably means a Mind Melter needs some flavour and unique abilities to be truly an “iconic” framework).
The biggest departure is in draining I.S.P. I gave the bleeder the ability to not only drain and retain power points (TLPG page 121) but to do so in the same manner and at the same rate as a magic user on a ley line (TLPG 119). Meaning they can drain and store a lot of I.S.P. for a much longer period.
MIND BLEEDER
Originally seen in the Mediterranean and Africa, Mind Bleeders are a race of powerful psychic d-bees known for their ability to manipulate the human mind. While almost completely human looking, with tan complexion and dark features, they can be easily spotted once they begin using their abilities. When using powers a network of deep blue veins on their forehead, temples, and face begin to pulsate and throb. Scientific studies have shown microscopic hemorrhaging of blood vessels in the brain of those who have been in mental contact with a bleeder, given literal credence to their name.
CAN I PICK YOUR BRAIN?
Mind Bleeders are renowned for their ability to retrieve information and manipulate minds. Unscrupulous bleeders are used by criminal organizations, the Splugorth, and the Federation of Magic as spies, enforcers, and assassins. Even Triax and the NGR have been known to contract Mind Bleeders for espionage operations. For many Mind Bleeders this is perfectly natural as they are raised in small family clans and villages that teach them to use their powers instinctively for gain over others. They do maintain a certain level of respect for other members of their race and will not work against each other unless provoked. Blood feuds between Mind Bleeders can be vicious affairs.
As a result of their nature most people view Mind Bleeders with suspicion and fear akin to Mind Melters. In the psychic community they are considered parasites and are shunned. Even those who try to live a better calling still face the stigma associated with their race. However, these well intentioned individuals can be a powerful force for good. Their ability to heal brain injury, restore memory, and lessen the impact of trauma give the them opportunity to be healers. Then again, even the good guys sometimes need to get information and having a Mind Bleeder around is preferable to torture.
Mind Bleeders have the following list of powers for the Psionics Arcane Background:
armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift.
HERO’S JOURNEY (FOUR ROLLS)
Mind Bleeders get three rolls on any of the following tables: Enchanted Items & Mystic Gadgets, Experience & Wisdom, or Psionics. They also get one additional roll on any table except Cybernetics or Magic & Mysticism.
MIND BLEEDER ABILITIES & BONUSES
- Arcane Background (Psionics): Mind Bleeders are powerful psychics. They begin with five powers from the list above, 20 ISP, and a d8 Psionics skill.
- Expanded Awareness: Mind Bleeders can use detect arcana at will, as a free action for no I.S.P. cost.
- Major Psionic: Mind Bleeders have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line. Each time they take the Power Points Edge, they gain +10 ISP (instead of 5).
- Mind Bleed: Mind Bleeders can drain I.S.P. from others psychics as an action. The bleeder can drain victims from a distance up to their Smarts die using a Psionics roll versus the target’s Spirit. With a success, the bleeder drains the result of her Psionics roll from the target. Drained ISP are added to the bleeder’s total. The Mind Bleeder can add drained I.S.P. to her pool up to twice her normal amount - like a magic user at a ley line! This stolen I.S.P. dissipates at a rate of one per hour. This only works for I.S.P. not P.P.E.
- Master Manipulators: Mind Bleeders are masters of mind control. Their frequent toying with human minds gives them a +2 on any opposed Psionics roll, whether they are using their powers against a foe or are trying to defend against a rival psychic (does not stack with Mentalist edge).
- Cybernetics: Simply not a good option for a Mind Bleeder, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
- Social Stigma: The Coalition considers Mind Bleeders to be extremely dangerous and are to be destroyed on sight. People are generally paranoid around a Mind Bleeder and they suffer -2 Charisma when their nature is known. Additionally, Psi-Stalkers and Dog Boys see the Mind Bleeder as a natural enemy and are instinctively suspicious and aggressive toward them. Mind Bleeders suffer -4 Charisma (total) when dealing with either of these two races.
- Flamboyant: Mind Bleeders see themselves as superior to other races and psychics. They can’t help but flaunt their abilities and use them to gain an advantage whenever possible. This penchant for the dramatic often means they will make a scene even when subtly is preferred.
- Dimensional Being: Mind Bleeders are a race of psychics from another dimension and they do not choose a race
- Your hero is a master manipulator. Take advantage of the specializations available in order to influence the outcome of a situation before a fight ever occurs.
- Mind Bleeders are not front line combatants and prefer to “pull the strings” of others to do their dirty work. Confusion, chaos, and subterfuge will help you win the day.
- Draining I.S.P. is a quick way to take other psychics out of the fight. Take advantage of this powerful ability to shut down and neutralize psychic opponents - then use their I.S.P. against them!
Mind Bond
Requirements: Seasoned, Psionics d10, telepathy or puppet
While using telepathy or puppet (choose one) the Mind Bleeder can spend 3 I.S.P. to see, hear, taste, touch, and feel through the senses of someone she’s in contact with. This requires absolute concentration, so no other actions are possible while doing so. This edge can be taken twice, once for telepathy and once for puppet.
Bleed Aura
Requirements: Seasoned, Psionics d8, conceal arcana
When using conceal arcana the Mind Bleeder can spend 2 I.S.P. to steal the aura of another person or creature making the bleeder appear to have those abilities and qualities when seen with detect arcana. To bleed an aura the Mind Bleeder makes an opposed Psionics roll against the victim’s Spirit.
Bleed Memory
Requirements: Veteran, Psionics d10, puppet
For an additional 2 I.S.P., the bleeder can manipulate the victim’s memory so he cannot remember what he did while under the influence of puppet. For 4 I.S.P., the bleeder can alter the target’s memories so he believes he did something else entirely during that time. Altering memory requires an opposed Psionics rolls versus the victim’s Smarts.
Memory Manipulation
Requirements: Heroic, Psionics d12, Master Psionics, mind reading
When using the mind reading power the mind bleeder can not only read memories but also alter and repair them by spending an additional 3 I.S.P. This requires an opposed Smarts roll. If successful, the character can remove a short memory. With a raise the bleeder can completely change the memory or remove a longer memory (up to an hour).
If repairing a memory (one changed due to this power, mind control, or perhaps lost to trauma), the mind bleeder recovers a short memory or a part of a longer one (5 minutes maximum again) on a success, or the entire lost memory on a raise.
If the memory was altered by someone else, the mind bleeder is opposed by the Smarts of the one who changed it. The target may roll his own Smarts as a Cooperative Roll to either side of the contest (depending on whether he wants to reveal or keep the original memory hidden).