Psionics [dice:13k95ydg]57065:0[/dice:13k95ydg] Some psionic characters become expert at breaking the influence others have on people. As an action, your character can give an ally an immediate attempt to break out of illusion or puppet at +2, and he can do this once per round until they break free. This benefit also aids anyone under the effects of the mind walk Mega Power Modifier.
Training [dice:13k95ydg]57065:1[/dice:13k95ydg] After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Narrative Hook: [dice:13k95ydg]57065:2[/dice:13k95ydg] Nearly Done For. You nearly died, or the jig was almost up when the tide turned and someone from the Tomorrow Legion rescued you, which leaves you in their debt.
Power List: deflection, mind reading, mind wipe, smite, telekinesis
Power Descriptions
Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)
Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)
Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)
Background
Wanda is from an earth on a different timeline, where she was part of a team of highly trained individuals who fought to protect a world that hated and feared them. She was pulled out of her world and deposited on Rifts earth mid-mission, and a passing patrol from Castle Refuge pulled her out of the wilds of Arkansas and took her in. Now, unable to get home, she lends her considerable psionic skills to the Tomorrow Legion.
Gear Standard Gear w/Huntsman Armor
Credits:
Contacts
Advances Please list all Edges and Advances taken for your character here
Iconic Framework
Alter Aura: Mind Melters have conceal arcana as an Innate Ability with the reduced Power Points cost from the Range (Self) limitation; may be used with all Power Modifiers. 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): A Mind Melter 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 can also sense supernatural beings anywhere 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.