Heather Todd (Human Mind Melter)

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Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Heather Todd (Human Mind Melter)

Post by Heather Todd »

HJ Rolls
Psionics [dice:be12f2eo]36256:0[/dice:be12f2eo] - 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. (Telekinesis)
Psionics [dice:be12f2eo]36256:1[/dice:be12f2eo] - Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge.
[dice:be12f2eo]36256:2[/dice:be12f2eo]
[dice:be12f2eo]36256:3[/dice:be12f2eo]

Rerolling two 13s
Psionics [dice:be12f2eo]36256:5[/dice:be12f2eo] - More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
Psionics [dice:be12f2eo]36256:6[/dice:be12f2eo] - With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge (or improved Rapid Recharge if she already has the former).

Credits: [dice:be12f2eo]36256:4[/dice:be12f2eo]

Narrative Hook
[dice:be12f2eo]36256:7[/dice:be12f2eo] - 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.
Last edited by Heather Todd on Fri Nov 16, 2018 4:35 am, edited 2 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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Heather Todd (Mind Melter) Character Sheet

Post by Heather Todd »

Powers 30 ISP
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. Each time they take the Power Points Edge, they gain +10 ISP (instead of 5).
  • Bolt
    • 1 ISP/missile (up to 3) or 2 ISP for single big bolt
    • Range 12/24/48
    • Trapping: Telekinetic force
    • Damage: 2d6 per bolt, or 3d6 for big bolt
  • Onslaught (Mega)
    • 2 ISP/missile (up to 4) or 4 ISP for single big bolt
    • Range 18/36/72
    • Damage: 3d6 MD per bolt, or 6d6 MD for big bolt
  • Deflection (Auto-Raise)
    • 2 ISP
    • Range Touch
    • Duration 3 (1/r)
    • Trappings: Telekinetic field
    • -4 to attack rolls against character; 4 Armor vs AOE
  • Greater Deflection (Auto-Raise)
    • 4 ISP
    • Range Touch
    • Duration: 3 (1/r)
    • -6 to attack rolls against character; 6 Armor vs AOE
  • Detect Arcana
    • No ISP cost
    • Range Sight
    • Duration: At will
    • Sense supernatural persons, objects, or effects within sight.
  • Exalted Detect Arcana (Mega)
    • 2 ISP
    • Range Sight
    • Duration: At will
    • What kind of magic is at work.
      • Currently active powers.
      • General type of supernatural creature (vampire, werewolf, dragon, etc).
      • Any enchantments present on an item.
      • How much PPE or ISP a target possesses.
      • Other information the GM thinks appropriate.
    • Weaknesses of supernatural creatures and ways to bypass Invulnerabilities.
    • -2 (-4 with Raise) to be found with clairvoyance or divination.
  • Fear
    • +2 on the casting, HJ roll
    • 2 ISP
    • Range Smarts x 2 LBT
    • Trappings: Reaching into minds and activating their fears
    • This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
  • Greater Fear
    • 4 ISP
    • Range Smarts x 3 LBT
    • -2 to resist, -4 with a Raise.
  • Invisibility (Armor)
    • 5 PP (10 PP battery)
      • Recharge 1 PP/h, or 4 PP/h if plugged into generator or power source
    • Range Self
    • Duration: 3 (1/r)
    • Trappings: Tech only, no additional targets
    • Notice -4, attack -4
  • Mind Reading
    • 3 ISP
    • Range Smarts
    • Duration 1
    • Trapping: Forces herself into another mind to examine it.
    • Opposed roll vs. Smarts. Success allows 1 truthful answer. The target is aware of the mental intrusion unless the mind reader gets a Raise.
    • +2 Mentalist Edge
  • Mind Walk (Mega)
    • 6 ISP
    • Range: Smarts x 2
    • Duration: 5 min (1/minute)
    • The caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.
    • +2 Mentalist Edge
  • Puppet
    • 3 ISP
    • Range: Smarts
    • Duration: 3 (1/r)
    • Trapping: Takes control of another’s mind.
    • Opposed roll of Psionics vs. Spirit. Victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
    • +2 Mentalist Edge
  • Mind Control (Mega)
    • 6 ISP
    • Range: Smarts x 2 (any distance with telepathy)
    • Duration: 1 minute (1/minute); Raise 5 minutes (1/5 minutes); 2 Raises 10 minutes (1/10 minutes)
    • Issuing a command is a free action, but concentration is required and inflicts a -1 penalty on all other actions. A command to do something completely against the victim’s nature grants another opposed roll. A Success means the victim resists and does nothing. On a Raise, the victim breaks free completely. If the caster has and uses telepathy on the victim, she may extend her control of him to any distance, even out of sight.
    • +2 Mentalist Edge
  • Slumber
    • 2 ISP
    • Range: Smarts x 2; MBT
    • Duration: 1m (1/m)
    • Any living creature within the area must make a Spirit roll, at -2 with a raise. If they fail, they fall asleep. Loud noises may wake them (Notice roll).
  • Greater Slumber
    • 4 ISP
    • Range: Smarts x 3; MBT
    • Duration: 1m (1/m)
    • Penalty to resist is -2, -4 on raise. It takes a full round of action to wake someone.
  • Telekinesis
    • 5 ISP
    • Range Smarts
    • Duration 3 (1/r)
    • Trapping: With a gesture, she can lift and throw
    • Can lift up to 10 x Spirit die. 50 x Spirit on a Raise
    • Lifting Creatures: Resist with opposed Spirit roll. If target can grab something, may make an opposed Strength roll vs. Psionics.
      • +2 Mentalist Edge
    • Telekinetic Weapons: Can wield a weapon using Psionics rather than Fighting. Damage based on Spirit rather than Strength.
    • Dropping Things: Can move a target up to Smarts per turn in any direction. Dropped creatures suffer falling damage. Bashing into solid objects is Spirit+d6 damage
  • Exalted Telekinesis (Mega)
    • 10 ISP
    • Range: Smarts x 2
    • Duration: 3 (1/r)
    • The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
  • Telepathy
    • 2 ISP
    • Range: 1 mile
    • Duration: 3 (1/r)
    • Simple success for a willing target. Otherwise opposed by Spirit. Only thoughts and images the target is willing to share. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion at a -4 penalty. Each conversation counts as a separate power for the purposes of maintaining. Works with creatures with whom you do not share a language.
    • +2 Mentalist Edge
  • Exalted Telepathy (Mega)
    • 4 ISP
    • Range: Special
    • Duration: 3 (1/r)
    • Reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4. Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
    • +2 Mentalist Edge
Last edited by Heather Todd on Sun Apr 07, 2019 1:49 am, edited 7 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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Heather Todd (Mind Melter) Powers

Post by Heather Todd »

Powers 30 ISP
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. Each time they take the Power Points Edge, they gain +10 ISP (instead of 5).
  • Bolt
    • 1 ISP/missile (up to 3) or 2 ISP for single big bolt
    • Range 12/24/48
    • Trapping: Telekinetic force
    • Damage: 2d6 per bolt, or 3d6 for big bolt
  • Onslaught (Mega)
    • 2 ISP/missile (up to 4) or 4 ISP for single big bolt
    • Range 18/36/72
    • Damage: 3d6 MD per bolt, or 6d6 MD for big bolt
  • Deflection (Auto-Raise)
    • 2 ISP
    • Range Touch
    • Duration 3 (1/r)
    • Trappings: Telekinetic field
    • -4 to attack rolls against character; 4 Armor vs AOE
  • Greater Deflection (Auto-Raise)
    • 4 ISP
    • Range Touch
    • Duration: 3 (1/r)
    • -6 to attack rolls against character; 6 Armor vs AOE
  • Detect Arcana
    • No ISP cost
    • Range Sight
    • Duration: At will
    • Sense supernatural persons, objects, or effects within sight.
  • Exalted Detect Arcana (Mega)
    • 2 ISP
    • Range Sight
    • Duration: At will
    • What kind of magic is at work.
      • Currently active powers.
      • General type of supernatural creature (vampire, werewolf, dragon, etc).
      • Any enchantments present on an item.
      • How much PPE or ISP a target possesses.
      • Other information the GM thinks appropriate.
    • Weaknesses of supernatural creatures and ways to bypass Invulnerabilities.
    • -2 (-4 with Raise) to be found with clairvoyance or divination.
  • Fear
    • +2 on the casting, HJ roll
    • 2 ISP
    • Range Smarts x 2 LBT
    • Trappings: Reaching into minds and activating their fears
    • This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
  • Greater Fear
    • 4 ISP
    • Range Smarts x 3 LBT
    • -2 to resist, -4 with a Raise.
  • Invisibility (Armor)
    • 5 PP (10 PP battery)
      • Recharge 1 PP/h, or 4 PP/h if plugged into generator or power source
    • Range Self
    • Duration: 3 (1/r)
    • Trappings: Tech only, no additional targets
    • Notice -4, attack -4
  • Mind Reading
    • 3 ISP
    • Range Smarts
    • Duration 1
    • Trapping: Forces herself into another mind to examine it.
    • Opposed roll vs. Smarts. Success allows 1 truthful answer. The target is aware of the mental intrusion unless the mind reader gets a Raise.
    • +2 Mentalist Edge
  • Mind Walk (Mega)
    • 6 ISP
    • Range: Smarts x 2
    • Duration: 5 min (1/minute)
    • The caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.
    • +2 Mentalist Edge
  • Puppet
    • 3 ISP
    • Range: Smarts
    • Duration: 3 (1/r)
    • Trapping: Takes control of another’s mind.
    • Opposed roll of Psionics vs. Spirit. Victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
    • +2 Mentalist Edge
  • Mind Control (Mega)
    • 6 ISP
    • Range: Smarts x 2 (any distance with telepathy)
    • Duration: 1 minute (1/minute); Raise 5 minutes (1/5 minutes); 2 Raises 10 minutes (1/10 minutes)
    • Issuing a command is a free action, but concentration is required and inflicts a -1 penalty on all other actions. A command to do something completely against the victim’s nature grants another opposed roll. A Success means the victim resists and does nothing. On a Raise, the victim breaks free completely. If the caster has and uses telepathy on the victim, she may extend her control of him to any distance, even out of sight.
    • +2 Mentalist Edge
  • Telekinesis
    • 5 ISP
    • Range Smarts
    • Duration 3 (1/r)
    • Trapping: With a gesture, she can lift and throw
    • Can lift up to 10 x Spirit die. 50 x Spirit on a Raise
    • Lifting Creatures: Resist with opposed Spirit roll. If target can grab something, may make an opposed Strength roll vs. Psionics.
      • +2 Mentalist Edge
    • Telekinetic Weapons: Can wield a weapon using Psionics rather than Fighting. Damage based on Spirit rather than Strength.
    • Dropping Things: Can move a target up to Smarts per turn in any direction. Dropped creatures suffer falling damage. Bashing into solid objects is Spirit+d6 damage
  • Exalted Telekinesis (Mega)
    • 10 ISP
    • Range: Smarts x 2
    • Duration: 3 (1/r)
    • The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
  • Telepathy
    • 2 ISP
    • Range: 1 mile
    • Duration: 3 (1/r)
    • Simple success for a willing target. Otherwise opposed by Spirit. Only thoughts and images the target is willing to share. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion at a -4 penalty. Each conversation counts as a separate power for the purposes of maintaining. Works with creatures with whom you do not share a language.
    • +2 Mentalist Edge
  • Exalted Telepathy (Mega)
    • 4 ISP
    • Range: Special
    • Duration: 3 (1/r)
    • Reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4. Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
    • +2 Mentalist Edge
Last edited by Heather Todd on Fri Nov 16, 2018 4:36 am, edited 2 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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Heather Todd (Mind Melter) Gear

Post by Heather Todd »

Gear

Encumbrance: 28/28 (including pack, 70.75/28, -2 Agility and Strength skills)
  • Flaming Sword (1)
  • Armor (12)
  • Pistol (4)
  • 4 Grenades (1)
  • Overcoat (10)
  • Pack (42.75)
    • Basic pack (30)
    • 7 Extra grenades (1.75)
    • Field Computer (2)
    • Fireburst Rifle (9)

Flaming Sword (TW)
  • Damage: Str+d10, AP 4, MD
  • Targets may catch fire
  • Looks like normal sword hilt until activated (free action)
  • 1 lb

Fireburst Rifle (TW)
  • Damage: 3d6 SBT, ROF 3, targets may catch fire; spend 2 PP as a free action to make it MD for 3r
  • Range: 25/50/100
  • Shots: 20
  • 9 lbs

ATEA-50 Supai Stealth Armor (Patron item)
  • +6 Armor
  • +2 Toughness
  • FEP
  • Built-in mini-computers for basic functions
  • Communications system with a 10 mile range
  • Public-address loudspeakers
  • Night and thermal vision mode for vision (ignore illumination penalties)
  • Features:
    • Experimental Cloaking Technology powered by an experimental self charging battery.
      • Functional equivalent of the Invisibility power, 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 4 PP per hour instead, but must remain immobile.
    • In addition, the armor grants a +2 bonus to stealth in any setting due to a computer controlled adaptive paint job and padded boots and joints.
  • 12 lb
Grenades
  • 1 High Explosive
    • Damage: 3d8 MBT MD, 5/10/20, Wt. 0.5
  • 11 Fragmentation (4 carried)
    • Damage: 3d6 LBT MD, 5/10/20, Wt. 2.75
  • 2 Plasma
    • Damage: 3d10 SBT MD, 5/10/20, Wt. 0.5
Shard Pistol (TW)
  • Damage: 2d8+1; AP 1; ROF 3, 3RB
  • Range: 15/30/60
  • Lower Trait (Vigor) activated by Shooting (ice Trappings)
  • 36 shots
    • 3 ISP to load
  • Weight: 4
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).
  • +1 Toughness
  • Increase load limit to Strength x 7 in pounds.
  • No Minimum Strength Requirement (10 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: Shard pistol
    • Attachment: Plasma grenade
    • Attachment: Plasma grenade
    • Attachment: Fragmentation grenade
    • Attachment:
    • Attachment:
    • Attachment:
Field Computer (Grade IV)
  • +4 Knowledge (Computers)
  • +4 Knowledge (Arcana)
  • +4 Investigation
  • 2 lb
NG-S2 Survival Pack
  • Weight: 30
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated. One flashlight, with a concealed pocket knife.
  • Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.

Credits: 96,300

Contacts
  • Finlorin and Sherlindrea: Elven family (with boy and girl teenagers) we saved from a blight.
Last edited by Heather Todd on Sat Jan 12, 2019 1:00 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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Heather Todd (Mind Melter) Background

Post by Heather Todd »

Background

Image

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.”
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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Heather Todd (Mind Melter) Advances

Post by Heather Todd »

Advances

Iconic Framework
  • Arcane Background (Psionics): A Mind Melter begins with a great knowledge and understanding of psionics. He begins with five powers, 20 ISP, and a d8 Psionics skill.
  • Expanded Awareness: Mind Melters can use detect arcana at will, as a free action.
  • 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. Each time they take the Power Points Edge, they gain +10 ISP (instead of 5).
  • Master Psionic: A Mind Melter has the Master Psionic Edge, gaining all the Mega Powers associated with his selected powers.
  • Mental Resistance: A Mind Melter has powerful defenses against the psionic powers of others. He has +4 to all checks to resist psionic effects, and +4 armor against psionic damage. This does stack with Arcane Resistance.
  • A Little Odd: Though hardly as far gone as a Crazy, Mind Melters tend to be a little different due to the nature of their powers. Each Mind Melter begins with the Quirk Hindrance.
  • Cybernetics: No remotely sane Mind Melter would allow any cybernetics to ruin their carefully tuned mind or body. Medical necessity might dictate otherwise, but such characters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: Mind Melters are shot on sight by all Coalition troops, then shot again to be certain they’re dead. True Federation folks also tend to hate them.
  • 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 Charisma when dealing with those who fear them.

Hero’s Journey
  • Psionics
    • 11 - 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. (Deflection)
    • 15 - Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge.
    • 4 - More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
    • 2 - With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge (or improved Rapid Recharge if she already has the former).
    • 18 - Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.

Advances
  • Initial Advances: (From Hindrances): Smarts d10, Smarts d12
  • Free Edge (Human): New Power: Bolt
  • Novice 1 Advance: Spirit d8
  • Novice 2 Advance: New Power: Fear
  • Novice 3 Advance: K. Arcana d10, Investigation d10
  • Seasoned 1 Advance: New Power: Fly
  • Seasoned 2 Advance:
  • 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 Sun Apr 07, 2019 1:50 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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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Re: Heather Todd (Mind Melter) (Ready for Review)

Post by Pender Lumkiss »

Everything Looks good although the powers themselves look a bit bland. Just as a GM I would ask the player what each power looked like, or if the powers had no visible effect, maybe more like what does she look like when they are being used, or even how do people typically react with a success or even raise. Like for bolt, Telekenetic Force, What does that look like? What does the person targeted look like on a success? Could we rename the bolt power itself to something more descriptive of the power? I am not really looking for a ton of detail other just a bit more.

The above is just a suggestion.

Anyways other than that it looks good.


Oh also Happy Birthday man!
Field Team Six Bennies
3/6
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Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: Heather Todd (Mind Melter) (Ready for Review)

Post by Heather Todd »

I honestly don't like trappings on my psionics usually. I'm a purist. I like the Jean Grey/Professor X vibe, and that is what I was going for here, so there wouldn't be anything visible. It's all mental. It's why mind melters are so scary. They can be sitting there reading the paper while they puppet you out in front of a bus.
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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: Heather Todd (Human Mind Melter)

Post by Heather Todd »

Q3 2018 Advance: New Power: Fear
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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: Heather Todd (Human Mind Melter)

Post by Heather Todd »

HJ roll: +2 Intimidation and Persuasion, +2 using Fear power
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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: Heather Todd (Human Mind Melter)

Post by Heather Todd »

Q4 2018 Advance: K. Arcana d10, Investigation d10
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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: Heather Todd (Human Mind Melter)

Post by Heather Todd »

+1 XP for interlude
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.
User avatar
Heather Todd
Posts: 135
Joined: Mon May 28, 2018 4:12 am

Re: Heather Todd (Human Mind Melter)

Post by Heather Todd »

Q1 2019 Advance: New Power: Slumber
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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