Ophelia Monk

The least Legionaires get their chance to shine
GM: Pender Lumiss
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Ophelia Monk
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Joined: Wed Dec 25, 2019 4:21 pm

Ophelia Monk

Post by Ophelia Monk » Tue Dec 24, 2019 4:47 pm

Psi-Ghost Mind Melter
Rolling both rolls on Psionics. Psionics table has been customized per House Rules: #1 is now from Exp&Wis 4:
Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed

Psionics: 1d20: 9 Your psionicist gains either the New Powers Edge or one power chosen from the
Mind Melter's list (Rank permitting)
Psionics: 1d20: 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.

Starting Cash and Gear:
Money and Common Goods: 4d6: 5, 4, 5, 3 × 100 = 1700 Universal Credits
2d4: 4, 3 × 500 = 3500 credits worth of gear or valuables
Ophelia Monk
Novice Psi-Ghost Mind Melter
OOC Comments
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace: 5/d6-1; Parry: 6; Toughness: 11 (4 EBA); Strain: 0
Skills:
Athletics d6; Stealth d6; Notice d8
Battle d8; Common Knowledge d8
Performance d6; Persuasion d6; Intimidation d6
Psionics d10 (Free Re-roll, Opposed +2); Fighting d6; Shooting d6
Edges: Mentalist, Channeling, Concentration; Master Psionics
Hindrances: Elderly; Obligation (Psi-Ghost clan); Poverty; Quirk; Minor Mutant; Major Vow; Major Wanted/Enemy (CS & True Federation)
ISP: 30
Powers: Ghosting, Expanded Awareness, Alter Aura, Thousand Faces, Phatasmagoria, Psychic Touch, Psychic Intrusion, Psychic Theft, Psychic Dominion, Psychometry, Enervation, Adrenal Surge; Bound Sleep
Gear:
Plastic Man Light EBA (+4A/+1T)
Wilk’s 320 “Classic” Laser Pistol (15/30/60, 3d6 AP 2, 20 Shots; +1 Shooting)
NGR Brand Vibro Shortsword (Str+d8 MD; Common Knowledge roll to prevent Tech Difficulty)
Communicator, Binoculors

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Ophelia Monk
Posts: 24
Joined: Wed Dec 25, 2019 4:21 pm

Re: Ophelia Monk

Post by Ophelia Monk » Tue Dec 24, 2019 7:04 pm

Player Name: Soren/Freemage
Google Handle: Soren
Ophelia Monk
Rank: Novice 0
Race: Psi-Ghost
Iconic Framework: Mind Melter
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace: 5/d6-1; Parry: 6; Toughness: 11 (4 EBA); Strain: 0; ISP: 30
Skills:
  • Athletics d6
  • Battle d8
  • Common Knowledge d8
  • Notice d8
  • Performance d6
  • Persuasion d6
  • Stealth d6
  • Intimidation d6
  • Psionics d10
  • Fighting d6
  • Shooting d6


    .

Hindrances
  • Elderly (Major): -1 to Agility, Strength and Vigor rolls, -1 Pace, -1 to running rolls, +5 Smarts Skill Points
  • Obligation (Minor): Continually needs to tend to the Psi-Ghost secret society's business in small but often inconvenient ways.
  • Poverty (Minor): Distributes funds to other Psi-Ghosts or to pay for their expenses.
  • Quirk (Minor, IF):
  • Mutant (Minor, Racial): Initial Reactions start at Uncooperative, due to aloof demeanor
  • Vow (Major, Racial): Never betray another Psi-Ghost, never break a contract, even under torture or threat of death.
  • Wanted/Enemies (Major, Racial & IF): Coalition States and True Federation both want both Psi-Ghosts and Mind Melters either dead or working for them exclusively.


    .

Edges
  • AB: Psionics (IF): Base 10 ISP, 7 Powers (5 IF, 2 Racial, one must be Detect/Conceal Arcana (Self Only))
  • Power Points (IF): +10 ISP from Major Psionic
  • Major Psionic (IF): Double Base ISP, spend ISP for bonuses
  • Master Psionic (IF): Mega-Powers
  • New Powers (HJ): Add 2 Powers
  • Mentalist (HJ):+2 to opposed Psionics Rolls
  • Channeling (Hind): Psionics Raise lowers ISP cost by 1, minimum 0
  • Concentration (Hind): Double all Powers base Duration
  • New Powers (N1): Add 2 Powers

    .
Ophelia Monk
Novice Psi-Ghost Mind Melter
OOC Comments
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace: 5/d6-1; Parry: 6; Toughness: 11 (4 EBA); Strain: 0
Skills:
Athletics d6; Stealth d6; Notice d8
Battle d8; Common Knowledge d8
Performance d6; Persuasion d6; Intimidation d6
Psionics d10 (Free Re-roll, Opposed +2); Fighting d6; Shooting d6
Edges: Mentalist, Channeling, Concentration; Master Psionics
Hindrances: Elderly; Obligation (Psi-Ghost clan); Poverty; Quirk; Minor Mutant; Major Vow; Major Wanted/Enemy (CS & True Federation)
ISP: 30
Powers: Ghosting, Expanded Awareness, Alter Aura, Thousand Faces, Phatasmagoria, Psychic Touch, Psychic Intrusion, Psychic Theft, Psychic Dominion, Psychometry, Enervation, Adrenal Surge; Bound Sleep
Gear:
Plastic Man Light EBA (+4A/+1T)
Wilk’s 320 “Classic” Laser Pistol (15/30/60, 3d6 AP 2, 20 Shots; +1 Shooting)
NGR Brand Vibro Shortsword (Str+d8 MD; Common Knowledge roll to prevent Tech Difficulty)
Communicator, Binoculors

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Ophelia Monk
Posts: 24
Joined: Wed Dec 25, 2019 4:21 pm

Re: Ophelia Monk

Post by Ophelia Monk » Wed Dec 25, 2019 12:34 am

MM Power List
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*.
All powers marked with an asterisk (*)
have the Range (self) limitation; ISP costs
are reduced accordingly.
Powers
Duration includes Concentration
Major Psionic: Spend +2 ISP for +1 Psionics; +4 for +2

Ghosting (Intangibility, Racial Power)
ISP: 0; Duration: Indefinite, Range: Self
Auto-succeeds, no modifiers
Cannot affect/be affected by the physical world. Supernatural powers and gas attacks still affect her. If inside something solid when returning to corporeality, gets shunted to nearest open space and Stunned. While ghosting, gets +4 Stealth, +2 Intimidation.

Expanded Awareness (Detect Arcana, Innate, Self-Only, Aspect)
ISP: 1; Duration 10; Range 8"
Success: Detect living beings, sense magical auras. Ignore up to 4 points of Illumination Penalty caused by magical obscurement, including Invisibility and magical Darkness. Determine the number and exact locations of all creatures in Range.
MODIFIERS (May gain +1 Modifier for free, due to Limitations):
PRESENCE SENSE (+0, always part of Power due to racial ability): Included in description
RANGE (+1/+2): x2/x3 Range
EXALTED (+1): Determine active arcane abilities, type of creature, enchantments on an item, PPE/ISP; Raise reveals Vulnerabilities, Immunity bypasses and Weaknesses.

Alter Aura (Conceal Arcana, Innate, Self-Only)
ISP: 1; Duration 2 hours
Conceals personal aura from Detect Arcana. Can also cause aura to resemble that of a different supernatural being.
MODIFIERS:
STRONG (+1): Detect attempts are at -2 when directly opposing
EXALTED (+2): -2 (-4 w/Raise) detection, divination, etc. Cannot stack with Strong

Thousand Faces (Disguise)
ISP: 2: 8"; 20 minutes
Assume appearance of same Size/shape, no abilities. If given reason to try, others
can roll Notice -2 (-4 on a Raise) to try to pierce the disguise.
MODIFIERS:
ADDITIONAL RECIPIENTS +1: +1/extra target
SIZE +1: Disguise can now be different Size, up to two steps larger or smaller.
ILLUSORY MASK (+2): The recipient looks and sounds like a specific person,
down to the smallest detail.

Phantasmagoria (Illusion)
ISP: 3; Range 8"; Duration 10
Illusion can be used to create a visual scene or replica of most anything the caster
can imagine, but it is silent, intangible, and incapable of affecting the real world.
Those who contact an illusion or doubt it’s real make a Smarts roll as a free action
(at −2 if the power was activated with a raise). If successful, that individual is no
longer subject to this casting. Extras get a group roll.
The volume of the illusion must fit within a sphere the size of a Medium Blast
Template (4″ or eight yards in diameter).
MODIFIERS:
RANGE (+1/+2): Range 16"/24"
SOUND (+1): The power generates sound appropriate to the illusion. It may not
mask or mute existing sound, however.
STRONG (+2): Smarts rolls to disbelieve the illusion are made at −2.
DEADLY ILLUSION (+3): The illusion may attack or otherwise cause harm.
Once per turn (including the turn it’s cast), the caster may use a free action to
"attack" an individual. This is an opposed roll of the caster’s Arcane Skill versus
the target’s Smarts (at −2 if the power was activated with a raise). The caster
may attack additional foes as actions.
If the caster wins, the target is Shaken (this cannot cause Incapacitation). With
a raise, the target suffers a Wound (this can cause Incapacitation).
GREATER ILLUSION (+1): The illusion’s area of effect is increased to
the size of a Large Blast Template and its Duration is measured in minutes.
MOBILITY (+1/+2): For +1 Power Point, the illusion can move at a Pace of 12, or
24 for +2 Power Points.
REACH (+1/+2): The illusion can stretch or reach beyond its usual diameter. For
+1 Power Point it has a Reach of 12", and for +2 it has a Reach of 24". This may
be used in conjunction with the Deadly Illusion modifier to simulate a lashing
tentacle, power, or ranged attack emanating from the illusion itself.

Psychic Touch (Mind Link)
ISP: 1; Range: 8"; Duration: 1 Hour
Connect 2 subjects in telepathic contact; once connected, link is good for up to
1 mile, or 5 miles with a Raise. Only voluntary communication occurs. If any
subject suffers a Wound, all others must roll Smarts or be Shaken (no Wound).
Communication speed is as if in conversation; five times faster with a Raise.
MODIFIERS:
RANGE (+1/+2): Range 16"/24"
ADDITIONAL RECIPIENTS +1: Add 1 subject per use.
EXALTED +2: Broadcast a short message to every sentient mind within 1 mile
(5 miles with a Raise).
TELEPATHIC SWITCHBOARD +5: Connect up to 8 willing minds at once. Targets
must be within 1 mile (5 with a Raise).

Psychic Intrusion (Mind Reading)
ISP: 2; Range: 8"; Duration: Instant
Gain one truthful answer from the target; on a Raise, target is unaware of
intrusion. Opposed by Smarts, which may be modified by target's Hindrances,
Edges and general state of mind.
MODIFIERS:
RANGE (+1/+2): Range 16"/24"
MIND WALK (+4): Allows the caster to walk through the mind and memories of
the subject; Duration increases to 10 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.

Psychic Theft (Mind Wipe)
ISP: 3; Range: 8"; Duration: Instant
Power takes one minute of constant struggle; if the target leaves the Range,
the effect is lost. The Power is resisted with Smarts at the end of that time.
Success eliminates up to 30 minutes of a single event. On a Raise,
the target can lose several hours of complex memories.
If the target resists, they are immune to Ophelia's Psychic Theft for 24 hours.
If presented with evidence after the fact, the victim is allowed a Smarts roll
at -2 to attempt to remember fragments, but the memories will still be badly
distorted.
MODIFIERS:
RANGE (+1/+2): Range 16"/24"
EDIT (+1): Instead of wiping the memory, the caster edits it as she sees fit.
FAST CAST (+2): The caster can wipe a memory as an action.
GREATER MIND WIPE (+2): If successful, the victim forgets a complex
memory of several hours. A raise removes an entire day’s worth of events
and interactions.
EXALTED MIND WIPE (+20): The caster may attempt to wipe the
victim’s mind clean of all memories. This is accomplished by completing a
successful Challenging Dramatic Task (or Difficult Dramatic Task for Wild
Cards), where the caster’s Arcane Skill rolls are opposed by the target’s Spirit
(with bonuses or penalties as the GM sees fit). If the caster fails, they become
Exhausted. With a success the caster is only Fatigued and the victim—though
they retain all skills and abilities—completely forgets who they are
or any details of their previous life. The 'Edit' Power Modifier (see mind
wipe in Savage Worlds) costs +5 Power Points when used in tandem with
Exalted Mind Wipe. Cannot be used in combination with the Fast Cast
standard Power Modifier.

Psychometry (Object Reading)
ISP: 2; Range: Touch; Duration: Special
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.
MODIFIERS:
STRONG (+2): The caster can see or hear from the item’s creation forward.
DEEP READING (+2): The character can see anything that occurred within
line of sight of the object.
PSYCHOMETRIC PROJECTION (+2): The caster may broadcast the vision,
projecting it out into a space the size of a small room. Anyone present
may see and hear the events and examine the projection from all angles.

Psychic Dominion (Puppet)
ISP: 3; Range: 8"; Duration: 10
Opposed by target's Spirit.
Success: The victim automatically obeys commands that don’t directly
harm himself or those he cares about.
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.
MODIFIERS:
RANGE (+1/+2): Range 16"/24"
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 mind link on the target, she may
extend her control of him to any distance, even out of her sight.

Ennervation (Sloth)
ISP: 2; Range: 8"; Duration: Instant
Success: Target moves at 1/2-Pace; Raise: Movement counts as an action.
At the end of each round, the target rolls Spirit to shake off the effect.
MODIFIERS:
HINDER (+1): Target also loses 2 from their Base Pace (before halving).
RANGE (+1/+2): Range 16"/24"
AREA OF EFFECT (+2/+3): +2 points the power affects everyone in an MBT.
For +3 points the area of effect is increased to an LBT.
SELECTIVE (+1): When using Area of Effect Modifier, can choose to not
affect some targets in the area.
STRONG (+1): The Spirit roll to shake off sloth’s effects is made at −2.
FATIGUE (+2): Targets who fail to resist are also Fatigued until they shake
off the effect; this cannot Incapacitate a target, however.
GREATER SLOTH (+2): The target cannot run, and with a Raise is Vulnerable.

Adrenal Gland Surge (Speed)
ISP: 2; Range: 8"; Duration: 10
Success: Double Pace and Running; Raise: Ignore -2 running penalty.
MODIFIERS:
HURRY (+!): Target's Pace is increased by 2, after doubling.
RANGE (+1/+2): Range 16"/24"
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target
for 1 additional Power Point each.
QUICKNESS (+2): The character’s total Multi-Action penalty each turn is
reduced by 2 (she can do two actions at no penalty or three at −2 each).

Bound Sleep (Slumber)
ISP: 2; Range: 8"; Duration: 2 Hours
Success/Raise: Targets must roll Spirit/-2 or fall asleep. Very loud noises
and attempts to wake up the sleepers by shaking grant another Spirit roll.
MODIFIERS:
RANGE (+1/+2): Range 16"/24"
AREA OF EFFECT (+2/+3): MBT/LBT
SELECTIVE (+1): When using Area of Effect Modifier, can choose to not
affect some targets in the area.
GREATER SLUMBER (+1): The penalties to resist increase to −2, or −4 with
a raise.
Ophelia Monk
Novice Psi-Ghost Mind Melter
OOC Comments
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace: 5/d6-1; Parry: 6; Toughness: 11 (4 EBA); Strain: 0
Skills:
Athletics d6; Stealth d6; Notice d8
Battle d8; Common Knowledge d8
Performance d6; Persuasion d6; Intimidation d6
Psionics d10 (Free Re-roll, Opposed +2); Fighting d6; Shooting d6
Edges: Mentalist, Channeling, Concentration; Master Psionics
Hindrances: Elderly; Obligation (Psi-Ghost clan); Poverty; Quirk; Minor Mutant; Major Vow; Major Wanted/Enemy (CS & True Federation)
ISP: 30
Powers: Ghosting, Expanded Awareness, Alter Aura, Thousand Faces, Phatasmagoria, Psychic Touch, Psychic Intrusion, Psychic Theft, Psychic Dominion, Psychometry, Enervation, Adrenal Surge; Bound Sleep
Gear:
Plastic Man Light EBA (+4A/+1T)
Wilk’s 320 “Classic” Laser Pistol (15/30/60, 3d6 AP 2, 20 Shots; +1 Shooting)
NGR Brand Vibro Shortsword (Str+d8 MD; Common Knowledge roll to prevent Tech Difficulty)
Communicator, Binoculors

User avatar
Ophelia Monk
Posts: 24
Joined: Wed Dec 25, 2019 4:21 pm

Re: Ophelia Monk

Post by Ophelia Monk » Wed Dec 25, 2019 2:14 am

Gear

Plastic Man Light EBA
+4A/+1T
13 lbs

Wilk’s 320 “Classic” Laser Pistol
15/30/60, 3d6, AP 2, 20 Shots
+1 Shooting
2 E-Clips
2 lbs

NGR Brand Vibro Shortsword
Str+d8 MD
NG Manufacture: On CritFail, success on Common Knowledge prevents Tech Difficulty
3 lbs

Communicator:
About the size of a 21st Century mobile phone, this device has a
five-mile range and multi-channel capacity.
1 oz

Infrared Distancing Binoculars:
High powered, with a two-mile range, these digitally enhanced binoculars provide
infrared overlays, crosshair targeting, and real-time digital output of distance and
estimated travel times to targeted locations.
2 lb

NG-S2 Survival Pack:
Popular with adventurers and travelers, this basic survival
kit is packed with ultralight gear essentialto anyone roaming
the vast wilderness and ruins of Rifts Earth.
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).
x6 First Aid Kit Refills
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.
Survival Knife
Silver cross (Bottom sharpened to function as a stake; Str + d4 damage)
Wooden stakes
21 lb

CREDITS: 1800
Ophelia Monk
Novice Psi-Ghost Mind Melter
OOC Comments
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace: 5/d6-1; Parry: 6; Toughness: 11 (4 EBA); Strain: 0
Skills:
Athletics d6; Stealth d6; Notice d8
Battle d8; Common Knowledge d8
Performance d6; Persuasion d6; Intimidation d6
Psionics d10 (Free Re-roll, Opposed +2); Fighting d6; Shooting d6
Edges: Mentalist, Channeling, Concentration; Master Psionics
Hindrances: Elderly; Obligation (Psi-Ghost clan); Poverty; Quirk; Minor Mutant; Major Vow; Major Wanted/Enemy (CS & True Federation)
ISP: 30
Powers: Ghosting, Expanded Awareness, Alter Aura, Thousand Faces, Phatasmagoria, Psychic Touch, Psychic Intrusion, Psychic Theft, Psychic Dominion, Psychometry, Enervation, Adrenal Surge; Bound Sleep
Gear:
Plastic Man Light EBA (+4A/+1T)
Wilk’s 320 “Classic” Laser Pistol (15/30/60, 3d6 AP 2, 20 Shots; +1 Shooting)
NGR Brand Vibro Shortsword (Str+d8 MD; Common Knowledge roll to prevent Tech Difficulty)
Communicator, Binoculors

User avatar
Ophelia Monk
Posts: 24
Joined: Wed Dec 25, 2019 4:21 pm

Re: Ophelia Monk

Post by Ophelia Monk » Wed Dec 25, 2019 2:15 am

Background
A timeline, of sorts
Much of this timeline is speculative, but feels about right--the key events in her personal history can be adjusted if. say a firm date for the destruction of the Psi-Ghost village gets established.
Dark Ages, approx 70 DPA: Small village in the Magic Zone starts to breed 'true' as Psi-Ghosts.
Dark Ages, approx 10 DPA: Roughly three generations in, the residents have begun turning their innate ghosting ability, used up to this point as a survival mechanism, into a serious tool of leverage, beginning to build a power-base as spies, saboteurs and acquisitions experts.
10 PA: Psi-Ghost network achieves peak position of prominence and power. Several other underworld organizations take note.
15 PA: An alliance of underworld forces targets the Psi-ghost village. While most of the Psi-Ghosts escape and set up independent operations or join other organizations, some are captured or killed, and a small handful end up 'lost', either disappearing into the wilderness never to be seen again, or fleeing through Rifts to strange places--and times.
Ophelia Monk (her current name) was already a community 'elder' (in her 40s) at the time the retaliation raid against the Psi-Ghost village struck. Like many, she escaped into the wilderness. However, her greater psionic talents actually worked against her--the raiders had employed a pack of psi-stalkers, who were able to ferret out her trail much better than that of her non-psychically awakened peers.

Hounded through the woods, she came across a Rift; given the alternative of being murdered by the Black Market, she opted to let Fate take a hand. She passed through the Rift and watched as it shut behind her. It took her a little while to realize she'd scarcely changed location at all; the pre-dawn light, which should have been hours away, misled her into thinking she must have been transported further East.

However, she soon realized that the terrain was the same, only the lighting was different. Still uncertain how much time had passed, she began to make her way back towards the village--or, as she discovered, its former site. The shock and grief she felt as she found the space where her extended family and friends had once live--now occupied by only a few completely overgrown foundations of long-burned buildigns--was enough to drive her to her knees.

She wept, but then, with the discipline with which she had mastered the arts of the mind melter, she shook off the despair and began to investigate--both the new world she found herself in, and the fate of her family and friends.

In the first major settlement she came across, Kingsdale, she learned that it was now the year 95 PA. She also learned that this meant she'd skipped ahead a full fourscore years (in 15 PA, no one in the Magic Zone really cared what Karl Prosek's calendar said, so the calculation wasn't as easy as one might have originally thought).

She had to resort to petty theft in Dregstown to survive, for a few weeks, while regaining her footing. She then presented herself as a contractor to a local crime boss. She did a few jobs for him, and, without revealing her own story, learned that most of her kind had taken to a similarly mercenary existence. She took her leave when the opportunity to do so amiably arose, and sought out some of her descendant-brethren.

It took her some time to convince those first few of her bona fides; many thought it was some sort of trick, an effort by a rival Psi-Ghost clan (for there were clan rivalries, she now learned, to her dismay) to infiltrate and perhaps steal or subvert them. Still, she persisted, and her knowledge of names of family elders passed down orally from parent to child eventually proved her claims.

Still, she was disheartened to see the once-proud mutant family scattered so badly, though she was delighted to see that they managed to survive and even thrive in this new world. She found the Byzantine form of the Psi-Ghost code to be particularly odd--you couldn't 'rat out' a fellow Ghost, even from a rival clan, but you culd cause their operations to fail, so long as they escaped personal capture in the end. Likewise, duels between rival Ghosts were considered acceptable, even to the death!

She thought on it hard, and eventually came to the conclusion that it had been the fault of her own generation. After all, they were the ones who had allowed hubris to carry them so high, so fast, that their rivals had no choice but to retaliate so savagely. Furthermore, their aloof apartness from the world had clearly left them vulnerable, without allies.

Ophelia believes deeply that her people need to be brought together, as much as possible, anyway. She also believes that, while their talents have an obvious purpose, simply using them for purely mercenary reasons weakens the ties between the Ghosts--sooner or later, she fears, the much-vaunted Psi Ghost Code will crack under the weight of a sufficient inducement (she actually worries about this much more than the notion that one might surrender the information under threat of torture--she knows her kin's pride well enough to understand that none of them would accept the shame of being broken).

And so, a few years ago, she began traveling North America, seeking a place where her people could use their talents for a higher cause, and at the same time begin to gather strong allies so that they would never face another Night of Retaliation alone.

It was during this search that she began to hear rumors of a new organization, the Tomorrow Legion, and tales of their valor stirred something in the old woman's heart. She sought out Refuge, and after speaking with the folk there (and, perhaps, doing some less savory forms of investigation), confirmed the tales were true. She approached the Legion recruitment office, and enlisted.

Upon learning of her uniquely powerful skill at sculpting minds, she was brought in as a specialist. Elle of Owls gave her a difficult assignment, but one the mind melter understood the import of. They established some ground rules for this specific service, one which ensured both she and her Legion commanders would be comfortable with the decisions made.

The decision was also made to transfer her into a fairly new SET, in order to keep her from drawing too much attention, of the sort that someone of her advanced years might otherwise find herself the focal point of. Like most SETs, Field Team Six would be a collection of oddballs, keeping her from standing out even among them.

Her special duties do take up virtually all of her 'free time'--and what doesn't get consumed by that task is given to another. Ophelia has a specific agenda in mind. She regularly investigates for signs of a Psi-Ghost in trouble. When she learns of one, she reaches out to them, offering the Legion as a potential 'fresh start'. She makes one very specific rule, though--so long as the Legion holds true to the ideals it espouses, she expects any Psi-Ghost 'rescued' in this fashion to sign a lifetime contract--they can retire completely, but so long as they work, they work for Castle Refuge.

In addition to the time consumed by these efforts, so too are considerable funds, especially since they must be done covertly, and so her personal finances are under constant strain, paying contacts, informants and even smugglers; once, she even had to pay a debt on behalf of a Psi-Ghost who had crossed the wrong people.

Her intent, through these efforts, is to exploit both the Psi-Ghosts' Code and the honor of the Legion, forging a bond that will simply prove unbreakable, and thereby giving the diaspora a home.
Ophelia Monk
Novice Psi-Ghost Mind Melter
OOC Comments
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace: 5/d6-1; Parry: 6; Toughness: 11 (4 EBA); Strain: 0
Skills:
Athletics d6; Stealth d6; Notice d8
Battle d8; Common Knowledge d8
Performance d6; Persuasion d6; Intimidation d6
Psionics d10 (Free Re-roll, Opposed +2); Fighting d6; Shooting d6
Edges: Mentalist, Channeling, Concentration; Master Psionics
Hindrances: Elderly; Obligation (Psi-Ghost clan); Poverty; Quirk; Minor Mutant; Major Vow; Major Wanted/Enemy (CS & True Federation)
ISP: 30
Powers: Ghosting, Expanded Awareness, Alter Aura, Thousand Faces, Phatasmagoria, Psychic Touch, Psychic Intrusion, Psychic Theft, Psychic Dominion, Psychometry, Enervation, Adrenal Surge; Bound Sleep
Gear:
Plastic Man Light EBA (+4A/+1T)
Wilk’s 320 “Classic” Laser Pistol (15/30/60, 3d6 AP 2, 20 Shots; +1 Shooting)
NGR Brand Vibro Shortsword (Str+d8 MD; Common Knowledge roll to prevent Tech Difficulty)
Communicator, Binoculors

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Ophelia Monk
Posts: 24
Joined: Wed Dec 25, 2019 4:21 pm

Re: Ophelia Monk

Post by Ophelia Monk » Wed Dec 25, 2019 3:13 am

Advances
Racial Traits: Psi-Ghost
  • Ghosting: Can go Intangible at will; see Powers
  • Mutant (Minor): Non-Psi-Ghosts start at Uncooperative
  • Presence-Sensing Psionics: AB: Psionics, +2 Powers to IF selection, one must be Det/Conc Arcana (Self), cast Detect Arcana always has Presence Sense Modifier at no additional cost
  • Restricted Path: Cannot take an AB with PPE
  • Psi-Ghost Code: Vow (Major): Never betray another Psi-Ghost; never break a contract
  • Wanted: Federation & Coalition States
Iconic Framework Traits: Mind Melter
  • Alter Aura: Self-only Conceal Arcana; allows MM to disguise their supernatural signature as something else
  • Arcane Background: Psionics: AB: Psionics, Major and Master Psionics, Power Points Edge, d6 Psionics, 5 Powers, Net 30 ISP
  • Expanded Awareness: Detect Arcana as Innate with Self and Aspect Limitations; Notice check to spot supernatural creatures.
  • Master of Psionics: Free Re-roll when rolling Psionics or other Psychic abilities; cannot affect CritFails
  • Mental Resistance: +4 to resist Psionic Effects, +4 Armor vs. Psionic attacks.
  • A Little Odd: Quirk Hindrance
  • Cyberkinetics: Cyberware = Bad Idea
  • Enemies: Federation of Magic & Coalition States
  • Feared: -2 to Persuasion if status as MM is known
  • Initial Advances: (From Hindrances): Channeling, Concentration
  • Novice 1 Advance: New Powers (Empathy, Mind Link)
  • 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:
Ophelia Monk
Novice Psi-Ghost Mind Melter
OOC Comments
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Pace: 5/d6-1; Parry: 6; Toughness: 11 (4 EBA); Strain: 0
Skills:
Athletics d6; Stealth d6; Notice d8
Battle d8; Common Knowledge d8
Performance d6; Persuasion d6; Intimidation d6
Psionics d10 (Free Re-roll, Opposed +2); Fighting d6; Shooting d6
Edges: Mentalist, Channeling, Concentration; Master Psionics
Hindrances: Elderly; Obligation (Psi-Ghost clan); Poverty; Quirk; Minor Mutant; Major Vow; Major Wanted/Enemy (CS & True Federation)
ISP: 30
Powers: Ghosting, Expanded Awareness, Alter Aura, Thousand Faces, Phatasmagoria, Psychic Touch, Psychic Intrusion, Psychic Theft, Psychic Dominion, Psychometry, Enervation, Adrenal Surge; Bound Sleep
Gear:
Plastic Man Light EBA (+4A/+1T)
Wilk’s 320 “Classic” Laser Pistol (15/30/60, 3d6 AP 2, 20 Shots; +1 Shooting)
NGR Brand Vibro Shortsword (Str+d8 MD; Common Knowledge roll to prevent Tech Difficulty)
Communicator, Binoculors

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Freemage
Savage Senior
Posts: 1822
Joined: Thu May 11, 2017 7:09 am

Re: Ophelia Monk

Post by Freemage » Wed Dec 25, 2019 4:34 pm

Ndreare wrote:
Wed Dec 25, 2019 2:30 pm
PS: Should add "New Powers" edge to the actual character sheet for Race, and Novice 1.
Normally it is only listed once. But it should be listed.
Done, sort of (I had listed the +2 from race under AB: Psionics already, so no reason to re-list it as a separate Edge. But I did need to add the N1 Edge).
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
.

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