Heather Todd (Human Mind Melter SWADE)

When all else fails, they’ll have to fight dirty to get the job done!
GM: Snake Eyes
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Heather Todd
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Joined: Mon May 28, 2018 4:12 am

Heather Todd (Human Mind Melter SWADE)

Post by Heather Todd »

Character Name: Heather Stephanie Todd
Rank: Seasoned
Race: Human
Iconic Framework: Mind Melter
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Pace:6; Parry: 4; Toughness: 16 (8)
  • Academics d6
  • Athletics d4
    • +1 climbing
  • Common Knowledge d6
  • Fighting d4
  • Hacking d4-2
    • +2 Field computer
  • Healing d4-2
    • +1 first aid kit
  • Intimidation d4+1
    • Empathy
  • Notice d4
    • Armor: Ignore illumination penalties
  • Occult d10
    • +2 Field computer
  • Performance d4-1
    • Empathy
  • Persuasion d4+1
    • -2 with those who fear mind melters
    • Empathy
  • Psionics d10
    • Major Psionic: Before attempting a Psionics skill roll, may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
    • Mentalist: +2 on opposed Psionics rolls.
  • Research d8
    • +2 Field computer
  • Riding d4-2
    • Empathy
  • Shooting d4
    • Armor: Ignore Illumination penalties
  • Stealth d4
    • Armor: +2
  • Survival d4-2
    • +1 navigation
    • +1 food gathering
  • Taunt d4-1
    • Empathy

  • Heroic (Major): Always helps those in need.
  • Loyal (Minor): Never tries to betray or disappoint her friends.
  • Cautious (Minor): She is overly careful.
  • Quirk (Minor): Zone out. She sometimes ‘checks out’ and gets a bit lost or locked in her own head, becoming minimally aware of her surroundings as she tries to block out the constant voices pressing against her mind.

  • Alter Aura: Imitate the supernatural mental signature of any being.
  • Arcane Background (Psionics)
  • Channeling: Raises reduce power cost by 1. Can go to 0.
  • Concentration: Double the duration of powers.
  • Major Psionic: Before attempting a Psionics skill roll, may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Master Psionic: Mega Powers
  • Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
  • Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
  • Mentalist: +2 on opposed Psionics rolls.

ISP: 40
Arcane protection, barrier, blind, bolt, boost/lower Trait, confusion, damage field*, darksight*, deflection*, disguise, divination, elemental manipulation, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, illusion, intangibility*, invisibility*, mind reading, mind link, mind wipe, object reading, protection*, puppet, relief, sloth/speed, slumber, smite*, sound/silence, speak language*, stun, telekinesis, warrior’s gift*.
  • Bolt
    • Cost: 1
    • Range: Smarts x 2
    • Trappings: Telekinetic
    • Damage 2d6/3d6
    • Damage (+2): 3d6/4d6
    • Greater (+4): 4d6/5d6
    • Onslaught (+2): ROF 2 and may be used for suppressive fire
  • Conceal Arcana
    • Cost: 1
    • Range: Self
    • Duration: 2 hours
    • Trappings: Psychic
    • Prevents detection of arcane energies on one being or item of Normal Scale. Opposed roll vs. detect arcana
    • Strong (+1): Rolls to detect made at -2
    • Exalted Conceal (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
  • Detect Arcana
    • Cost: 1
    • Range: Self
    • Duration: 10
    • Trappings: Psychic sight
    • See and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well
    • Sense supernatural beings in line of sight with a Notice check.
    • Allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
    • Opposed roll vs. conceal arcana.
    • Exalted (+2): Can learn the following:
      • Active powers and arcane abilities.
      • Type of supernatural creature (vampire, werewolf, dragon, etc.).
      • Enchantments present on an item.
      • Amount of PPE or ISP possessed by a target.
      • Other information the GM allows.
      • A raise reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability
    • Presence Sense (+1): Sense the presence and exact location of living beings within range like a radar; no longer requires line of sight to locate living beings.
  • Empathy (free reroll)
    • Cost: 1
    • Range: Smarts
    • Duration: 10
    • Trappings: Psychic
    • Forms an emotional bond between herself and the target. She knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him.
    • Also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
    • Area of Effect (+2/+3): MBT/LBT
    • Empathic Transmission (+2): Social rolls at +2/+4
  • Fear (free reroll)
    • Cost: 2
    • Range: Smarts
    • Trappings: Psychic
    • The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results.
    • Area of Effect (+2/+3): MBT/LBT
    • Greater Fear (+2): Fear rolls at -2/-4
  • Fly
    • Cost: 2
    • Range: Self
    • Duration: 10
    • Trappings: Telekinetic
    • Fly Pace 12”/24”, no running
    • Swift Flight (+5): 24” (60 mph)/48” (120 mph)
  • Invisibility (Armor)
    • Cost: 4 PP
    • Range: Self
    • Duration: 5
    • Trapping: Technological sensors only.
    • Any action taken against her that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
  • Mind Link
    • Cost: 1
    • Range: Smarts
    • Duration: 1 hour
    • Trappings: Psychic
    • Creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed. Once activated, the Range between all linked minds is one mile, or five with a raise.
    • If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
    • The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
    • Additional Recipients (+1/person)
    • Exalted (+2): Can broadcast a short telepathic message to every sentient mind within a mile radius (five miles with a raise). The caster can only broadcast, she does not receive their responses.
    • Telepathic Switchboard (+5): Connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. The minds must be willing individuals within one mile (five miles with a raise).
  • Mind Reading
    • Cost: 2
    • Range: Smarts
    • Trapping: Psychic
    • Opposed roll vs. Smarts. Allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise.
    • Mind Walk (+4): Duration increases to 5 minutes. While the power is in effect, the caster can ask any number of questions, explore memories, or simply have a brief conversation with the inner consciousness of the target. Particularly vital or dangerous questions or thoughts—or exploring deep hidden fears or something of great emotional value to the target—may call for an additional contested roll.
  • Slumber
    • Cost: 2
    • Range: Smarts
    • Duration: 2 hours
    • Trappings: Psychic
    • Opposed by Spirit roll (at −2 if the caster got a raise on her arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.
    • Area of Effect (+2/+3): MBT/LBT
    • Greater (+1): Penalties are -2/-4
  • Puppet
    • Cost: 3
    • Range: Smarts
    • Duration: 10
    • Trappings: Psychic
    • Opposed roll vs Spirit. With success, the victim automatically obeys commands that don’t directly harm himself or those he cares about. With a raise, the target is completely controlled, but gets an automatic Spirit roll as a free action to avoid directly harming himself or those he cares about. If the puppet’s resistance succeeds, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a raise, he breaks the controller’s hold and the power ends.
    • Additional Recipients (+2/person)
    • Mind Control (+3): Spirit rolls to resist commands are at −2 (– 4 with a raise). If the caster has and uses mind link on the target, she may extend her control of him to any distance, even out of her sight.
  • Telekinesis (Auto Raise)
    • Cost: 5
    • Range: Smarts x 2
    • Duration: 10
    • Trappings: Telekinetic
    • Strength of d10, or d12 with a raise.
    • Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling damage as usual.
    • Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
    • Exalted (+3): Strength of telekinesis is d12, +2 Strength for each raise. Consult the Super Strength Table (on page 69) to determine how much the caster can lift and manipulate. Note that objects weighing 1,000 pounds or more automatically deal Mega Damage.


Encumbrance: 36.75/20 lb

Flaming Sword (TW)
  • Damage: Str+d12 AP 6
  • Weight: 2
  • Notes: Costs 1 PP; blade has the flame Trapping, It Burns. Looks like a sword hilt with a large ruby embedded in it until activated (a free action; otherwise a Light Improvised Weapon)

Fireburst Rifle (TW)
  • Range: 24/48/96
  • Damage: 4d6 AP 2 SBT; It Burns
  • ROF 3
  • Shots: 20
  • Weight: 9
  • Techno-Wizardry Gear: Heroes with an appropriate Arcane Background (or special ability) may use and power Techno-Wizardry (TW) gear with their pool of Power Points (PP), whether PPE or ISP. Activate TW gear powers using the wielder’s PP and Arcane Skill or Spirit; Critical Failures cause Technical Difficulties.
  • Recharging Shots: Action, 2 PP
  • Mega Damage: 2 PP as a free action to cause Mega Damage for 5 rounds.

ATEA-50 Supai Stealth Armor (Patron item)
  • +6 Armor and +2 Toughness
  • Low Light Vision and EBA Armor
  • The armor grants a +2 bonus to stealth in any setting due to a computer controlled fiber-optic covering, and padded boots and joints.
  • This suit is customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2. Note that if anything is covering the armor (loose clothes, coats, cloaks, ponchos, etc), neither the Cloaking technology nor fiber optics work correctly.
  • Experimental Cloaking Technology powered by an experimental self charging battery.
    • Functional equivalent of the Invisibility power, activated using the Electronics skill, but it is only effective against any technological sensor (including cybernetics, body armor optics, power armor, vehicle, and robot sensors).
    • The battery holds the equivalent of 10 PP, and recharges at a rate of 1 PP per hour. If plugged into a major energy source (generator, city power grid, etc) it can recharge 5 PP per hour instead, but must remain immobile.
    • Minimum Strength: d4 (13 lbs.)

  • 1 High Explosive
    • Damage: 3d10 AP 4 MD MBT, 5/10/20, Wt. 0.5
  • 11 Fragmentation (4 carried)
    • Damage: 5d6 LBT MD, 5/10/20, Wt. 2.75
  • 2 Plasma
    • Damage: 3d12 SBT MD, 5/10/20, Wt. 0.5
    • Note: On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused

Shard Pistol (TW)
  • Damage: 2d4; AP 4; ROF 3, 3RB
  • Range: 15/30/60
  • Lower Trait (Vigor) activated by Shooting (ice Trappings); on a Raise they are Hindered
  • Shots: 12
    • 3 ISP to load
  • Weight: 3

Bandito Arms Branaghan Armored Overcoat (Patron Item)
  • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters, and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof), and a good article of clothing in which to hide a shotgun or rifle under. The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small, but usable, internal pockets (four on each side).
  • +2 Armor, +1 Toughness
  • No Minimum Strength Requirement (5 lbs.)
  • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
    • Attachment: High explosive grenade
    • Attachment: Plasma grenade
    • Attachment: Plasma grenade
    • Attachment: Fragmentation grenade
    • Attachment: Field computer
    • Attachment:
    • Attachment:
    • Attachment:

Field Computer (Grade II)
  • +2 Hacking
  • +2 Occult
  • +2 Research
  • 2 lb

NG-S2 Survival Pack
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
  • 20 lbs

Credits: 96,300

  • Finlorin and Sherlindrea: Elven family (with boy and girl teenagers) we saved from a blight.


Narrative Hook
  • 7 - Blood Is Thicker. When all else fails, there’s always family. Then again, for some, the loss of a family member is the driving force for what they do. This result directly connects your hero’s story to her relationship with one or more family members, or perhaps to the loss of her family in this savage, terrible world. Somehow, joining the Legion is a part of it all.

Age: 20

Heather Todd was born to a large family in the Appalachian mountain village of Elkins (WV), on the edge of Federation territory. With the encroachment of the Federation, the town resisted Alistair Dunscon’s schemes for power and further territory, wishing to maintain their independence. Dunscon deemed that unacceptable and razed the town with an army of his demonic and magical forces.

Most of Heather’s family was killed, only her older sister Tamar, a burster; Heather; younger brothers Matthew and Kenny; and younger sister Mary Ellen survived. Heather’s powers had also emerged, but the trauma of the event locked her in her own mind for two years, only minimally responsive to the outside world.

The family made its way to Dweomer with other refugees and settled there for a time. But when Heather’s powers emerged in force, it became clear that the powerful psychic was unwelcome, and the family moved on, first to Lazlo and then to Tolkeen.

With the fall of Tolkeen, the Todds were refugees again. This time they ended up at Castle Refuge with other members of the fallen city.


“I am from quite a ways away from here,” Heather said. “Way out east, on the other side of the Federation. We weren’t technically Fed, though they were pressing hard.” Heather stared into the firelight.

“I always was fascinated by magic. I wanted to go to Dweomer to study. But my father was an ex-dead boy. I think he had been in a Fed prison camp and escaped. That is how he ended up way out there. Anyway, he wouldn’t have ever put up with magic or psychics or any of that, and he made that clear. So I kept my desire secret. I didn’t have any talent for magic anyway.”

Heather took a breath. It was a bit shaky. “And then came the night my psionic powers came in. I won’t go into that.” Heather stared off into the darkness beyond the firelight. “It was...a different kind of magic than I expected. Now I could study it. But I couldn’t go to Dweomer, or remain in the Federation. So my family and I came to Castle Refuge.”


Iconic Framework
  • Alter Aura: Mind Melters have conceal arcana as an Innate Ability with the reduced Power Points cost from the Range (Self) limitation; can use Power Modifiers as usual. In addition to other effects, Alter Aura allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
  • Arcane Background (Psionics): Begins with Arcane Background (Psionics) choosing five powers from the list above, the Power Points, Major Psionic, and Master Psionic Edges as well as a d6 Psionics skill. Mind Melters begin with 30 ISP (10 ISP base plus 5 ISP from the Power Points Edge, both of which are doubled by Major Psionic)
  • Expanded Awareness: Mind Melters have the detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check.
  • Master of Psionics: Mind Melters get a free reroll on all Trait rolls when using psychic abilities and their Psionics skill; this does not allow Critical Failures to be rerolled.
  • Mental Resistance: Melters have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
  • A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
  • Cybernetics: Mind Melters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: The Coalition and True Federation consider Mind Melters allied with enemy factions to be a dire threat, treating them with caution bordering on paranoia. They prioritize attacking them and hunt them with extreme prejudice.
  • Feared: Though it’s possible to hide his true nature, if the general populace discovers the presence of a Mind Melter, they tend to be very nervous—and possibly outright terrified. Mind Melters suffer a −2 Persuasion when dealing with those who fear them

Hero’s Journey
  • Psionics
    • Some powers become second-nature to the psionic. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
    • Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +1 on all social skill checks. If she has empathy, or fear, she gains a free reroll when using those powers.

  • Initial Advances: (From Hindrances): Channeling, Concentration
  • Free Edge (Human): New Powers: Fly, Slumber
  • Novice 1 Advance: Smarts d10
  • Novice 2 Advance: New Powers: Bolt, Fear
  • Novice 3 Advance: Power Points: 10
  • Seasoned 1 Advance: Mentalist
  • Seasoned 2 Advance: Smarts d12
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Heather Todd on Tue Apr 07, 2020 12:40 am, edited 3 times in total.
Character Tracker
Heather Todd Character Sheet
Parry: 4; Toughness: 14 (6)
ISP: 30/30
Armor: 10/10 PP
Bennies: 4/3
Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
Major Psionic: Mind Melters 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.
Mental Resistance/Mentalist: +6 vs Psionic effects, +4 Armor vs Psionic damage, +2 opposed Psionics rolls
Rapid Recharge: 1 ISP/30m
Grenades (carried)
  • 1 High Explosive
  • 1 Fragmentation
  • 2 Plasma
Shard Pistol: 36/36 shots
Fireburst Rifle: 20/20 shots
Adventure Card
  • Let’s Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

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Snake Eyes
Game Master
Posts: 417
Joined: Wed Feb 07, 2018 2:16 pm

Re: Heather Todd (Human Mind Melter SWADE)

Post by Snake Eyes »

Looks good. Approved. Welcome back!
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: ?/?
Kraig: ?/?
Vedder: ?/?
Shade: ?/?
Fletch: ?/?
Findriel: ?/?
Niels: ?/?

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