Mind Melter- Daisy

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Pender Lumkiss
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Mind Melter- Daisy

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Iconic Frame Work nuts and bolts
HERO'S JOURNEY (FOUR ROLLS) Mind Melters 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 Melters have the definitive list of powers for the Psionics Arcane Background: arcane protection, barrier, blind, bolt, boost/lower Trait, conceal arcana*, 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*. Powers marked with an (*) have the Range (self) Limitation listed under Trappings in Savage Worlds ; ISP costs are reduced accordingly.
  • Each limitation placed upon the power reduces its total Power Point cost by one when it's activated (this can't reduce the cost below 1).„ RANGE: The power's Range is reduced to Self or Touch (and its listed Range is greater).
MIND MELTER ABILITIES AND BONUSES The capabilities of a Mind Melter speak directly to her focus and tremendous power. Which specific abilities she focuses upon determines the roles she plays in any encounter.
  • Arcane Background (Psionics): A Mind Melter begins with a great knowledge and understanding of psionics. He begins with five powers from the list above, 20 ISP, and a d8 Psionics skill.
  • Expanded Awareness: Mind Melters can use detect arcana at will; this is a free action costing no Power Points.
  • Major Psionic: Mind Melters have the Major Psionic Edge. They gain +10 ISP (instead of the usual +5) from the Power Points Edge. Before attempting a psionics skill roll, Mind Melters may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2; while on a ley line double this skill roll bonus and quintuple the effects of the Range Power Modifier.
  • Master of the Psionic: A Mind Melter has the Master Psionic Edge, gaining Mega Power Enhancements. In addition, 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: 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 stacks with Arcane Resistance, arcane protection, and similar bonuses.
MIND MELTER COMPLICATIONS All that power comes with a price, though most Mind Melters couldn't care less.
  • 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.
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Re: Mind Melter- Daisy

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Player Name: Your first name is fine
Google Handle: Your google hangouts username
Character Name: Daisy Duke
Rank: Novice Experience: Advances Left:
Race: Altara
Iconic Framework: Mind Melter
Attributes: Agility d6, Smarts d6, Spirit d12, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 12(5); Strain: 0
Skills: 15 skill pts, d8 psionics, +5 educational skill pts
Athletics d4
Stealth d4
Persuasion d6(1)
Performance: d8(3)
Common Kn d4
Notice d6(1)
Psionics d10(2)
Fighting d6(2)
Shooting d4(1)
Intimidation d10(4)
Research d6(2)
Hacking d8(4)

Race abilities and draw backs.
Benefits
  • Attractive: The forced-evolut io n pr o c e s s administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.
  • Superior Senses: Altara Warrior Women begin with the Alertness Edge, as all of their other senses are exceptional.
  • Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
Drawbacks
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
  • Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The average person hates and fears Altara; they suffer a −2 persuation penalty with most folks who discover who and what they are.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. Though the skill may be gained normally, Altara do not start with a d4 in the Common Knowledge core skill and suffer a −2 to all Common Knowledge rolls (for a total untrained penalty of d4–4).
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
  • Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
Hindrances
Hindrance (Major): Heroic, maybe too heroic at some times.
Hindrance (Minor): Driven, you are out here and never going back! At least that is the story and you are sticking to it.
Hindrance (Minor): Pacifist, You generally only fight back once attacked unless it is some kind of supernatural horror!
Click Me only if you are playing this character
You actually have a Secret Major Hindrance, you are an agent of the splugorth sent to collect data about North America for future occupation. When the wanted minor in your race is activated those are generally the scenes where the GM is giving further orders. Or perhaps a rival Hi-Lord is seeking to capture you for their own ill gotten gains. What is certain, if anyone finds out you will be in deep doodoo.
Edges
Edge: Master Psionic. Access to mega power enhancements
Edge: Major Psionic. +10 ppts, bonus for casting rolls
Edge: Alertness. +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Edge: Attractive. +1 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.).
Edge: Telemechanics:
  • When activating mind link the psionic can telepathically connect to a machine instead of an individual. They gain a +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks.
  • Though it can boost the hero's understanding of machines, Telemechanics does not allow the Master Psionic to telepathically control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
  • Telemechanics is completely ineffective on magic items or constructions (including Techno-Wizardry devices).
Edge: Possession
  • This ability grants the Master Psionicist an additional Modifier to the puppet power. If the Power Point cost of the power is doubled, he may inhabit and take control of a mortal's body. The power's duration is increased to five minutes and requires a successful Psionics roll opposed by the target's Spirit (the psionic gains empathy bonuses to this roll). With a critical failure the psionic may not attempt to possess the target again for 24 hours. With a success the psychic's mental essence inhabits the target's mortal body, gaining complete control over the possessed person's actions and physical abilities (including the host's physical Attributes, Edges, powers etc. but not skills or memories); on a raise the victim is –2 to opposed rolls versus the possessor for the power's duration, which is increased to one hour base.
  • The host gets an opposed Spirit roll to break the possession whenever the possessor attempts to perform clearly harmful actions such as attacking the host's friends or harming the host's body; if successful the possessor loses his action, on a raise he is immediately ejected out of the host body and back into his own.
  • During the period that the victim is possessed, the Master Psionic's body is in a coma-like state and vulnerable to attack (including Finishing Moves if no allies are present); he may instantly return to his body at any time regardless of distance. [/size]
Edge: Altertness


Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
Abilities and bonuses


Background (post background as a reply to character sheet)


Credits:

Contacts

Iconic Framework
Benefits, table rolls, etc
Drawbacks, etc

Hero’s Journey
Psionic ([dice:zp7hku1w]53107:0[/dice:zp7hku1w]): Many psionics strive for a level of enlightenment that transcends matters physical, focusing ever more energy and effort via their will. Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
Psionic ([dice:zp7hku1w]53107:1[/dice:zp7hku1w]): Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation, Performance, Persuasion, and Taunt. As well, if he has the fear power, he gains +2 when using it.
Enchanted Items ([dice:zp7hku1w]53107:2[/dice:zp7hku1w]): Things get ugly out in the world, and the Ley Line Walker Medium Armor is a good insurance policy for dealing with a lot of those things.
Education ([dice:zp7hku1w]53107:3[/dice:zp7hku1w]): Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.
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Re: Mind Melter- Daisy

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Credits= 5100

Gear (post gear as a reply to character sheet)
Huntsman Lightweight Personal Armor (sold for 24,000 creds),
NG-33 Laser Pistol
  • Range 12/24/48, damage 2d6+1, RoF 1, AP 3, shots 20, str min d4, weight 4lbs, cost 6,500
NG-S2 Survival Pack, [dice:2cmtjh8z]53108:0[/dice:2cmtjh8z] ×100 credits.

Ley Line Walker Medium Armor (TW)
+5 armor +1toughness, d4 str min 8lbs 12,000 cost, conceal arcana (self only, aspect), Notes: +4 vs Disease and Poison.
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Re: Mind Melter- Daisy

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Powers (post background as a reply to character sheet)
Arcane Background: Psionics: Fear, Object Read, Disguise, Mind Link, Puppet
PPE/ISP: 20 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes
No Activators!

Empathic Transmission [Fear] (2ISP) [Novice]
Range: Smarts
Duration: Instant
Trapping: instill a powerful emotion
Effect: This power causes overwhelming dread and horror. 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): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
  • GREATER FEAR (+2): Rolls to resist are made at –2 or −4 with a raise.
Psychometry [Object Read] (2 ISP) [Seasoned]
Range: Touch
Duration: Special
Trapping: psychic sensitive impressions and images.
Effect: Object reading is the ability to see the past of an inanimate object, discovering who held it, where it's been, and what it might have been used for. The object has no sentience of its own—the caster simply sees and hears visions of the past that took place in its presence. Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital video.
  • AUDIBLE HISTORY (+2): The caster can now hear sounds and conversations as well.
  • DEEP READING (+4): Success allows the viewing of events within the last 100 years and 20 yards; a raise increases the time frame indefinitely and the viewing distance to anything that occurred within line of sight of the object. ●
  • PSYCHOMETRIC EXTRAPOLATION (+6): The caster may home in on the last owner of the object, viewing them as they are at that very moment; –2 penalty if the target is not within the caster's Spirit × 50 miles or –4 penalty if they are on another continent or in another dimension (if it is even possible, GM's discretion). The target may resist with a Spirit roll, modified with bonuses or penalties as the GM sees fit.
  • FORENSIC PROJECTION (+2): The caster may broadcast the vision, projecting it out into a space the size of a small room. Anyone within visual range may view and examine the projection. This applies to both past and current events.
Ectoplasmic Disguise [Disguise] (1 ISP) [Seasoned]
Range: Touch ( range reduced)
Duration: 10 min
Trapping: ectoplasm
Effect: Disguise allows the target to assume the appearance of another person of the same Size and shape, including clothing. It does not confer any abilities, however. Those who have reason to question the imposter's identity make a Notice roll at −2 to see through the disguise (−4 with a raise on the casting roll). This is a free action.
  • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
  • SIZE (+1): The recipient may assume the shape of someone up to two Sizes larger or smaller than themselves.
  • ILLUSORY MASK (+2): The recipient looks and sounds like a specific person, down to the smallest detail.
  • MASS DISGUISE (+3): The caster can affect anyone she wishes within a Large Burst Template centered on herself.
Telepathy [Mind Link] (PPE/ISP Cost) [Power Rank]
Range: Smarts
Duration: 30 minutes
Trapping: psychic to eaves drop
Effect: Mind link 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): The power may affect additional individuals for 1 additional Power Point each.
  • EXALTED MIND LINK (+2): The caster may link any two willing individuals within one mile (five miles with a raise) but suffers a –2 penalty if she cannot see the recipients. Alternatively, the caster can broadcast a telepathic message to every sentient mind within a mile radius (five miles with a raise) but does not receive their responses.
  • TELEPATHIC SWITCHBOARD (+5): The caster can 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), and her roll suffers a –2 penalty if she cannot see all of the recipients. This ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
Hypnotic Suggestion [Puppet] (3 ISP) [Veteran]
Range: Smarts
Duration: 5
Trapping: Power of suggestion
Effect: Puppet is an opposed roll of the character's arcane skill versus the target's 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. Commands are general, such as “attack that person” or “open that door.” The controller doesn't get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.
  • ADDITIONAL RECIPIENTS (+2): The caster may affect others at the cost of 2 Power Points each.
  • MIND CONTROL (+3): Spirit rolls to resist commands are at –2 (–4 with a raise). If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight. For rules to extend duration see Rituals and Meditations in Rifts® North America: Arcana & Mysticism .
(Armor) Mask of deceit [Conceal Arcana] (1 ISP) [Novice]
Range: Self, (range reduced, aspect)
Duration: 1 hour
Trapping: several yellow Zircon crystals line the colar of the armor helping mask the users psionic presence.
Effect: Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179). Detect vs. Conceal: Detecting arcana against someone or something that's been concealed is an opposed roll of arcane skills (roll each time it's attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
  • AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.„
  • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
  • EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination .
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Re: Mind Melter- Daisy

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Advances
Initial Advances: (From Hindrances): Tele-mechanics, Possession
Novice 1 Advance:
Novice 2 Advance:
Novice 3 Advance:
Seasoned 1 Advance:
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:
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