X-SET Mind Melter Character

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Icosa
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X-SET Mind Melter Character

Post by Icosa »

Player Name: SalmonMax
Google Handle: samminmax@gmail.com

Character Name: Squidge
Rank: Novice
Race: Human
Iconic Framework: Mind Melter
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: 6; Parry: 4; Toughness: 5

Skills: 15/15
Athletics 1d6 (1)
Common Knowledge 1d6 (1)
Notice 1d6 (1)
Persuasion 1d8 (2)
Stealth 1d6 (1)
Fighting 1d4 (1)
Shooting 1d4 (1)
Performance 1d6 (2)
Intimidation 1d6+2 (2)
Psionics 1d10 (3)

Hindrances
Major: Heroic
Minor: Pacifist
Minor: Driven - Conquer the world, so I can save it
IF: Quirk - Is always quoting her songs at people, and giving away recordings

IF: Mind Melter
AB: Psionics, 5 powers, Power Points, Major Psionic, Master Psionic; starts with Psionics d6 and 30 ISP (includes starting edges)
Alter Aura - Conceal Arcana as innate ability with Range (Self) limit, can imitate supernatural auras if desired
Expanded Awareness - Detect Arcana as innate ability with Range (Self) and Aspect limits. Notice check to sense supernatural beings.
Master of Psionics - Reroll any Trait roll when using psychic abilities and the Psionic skill, can't reroll a critical fail
Mental Resistance - Gain +4 to resist psionic effects, and +4 armor against damage from psionic powers, stacks with any appropriate powers

Quirk Hindrance
Feared: -2 Persuasion when dealing with people who fear them, and know you are one
Enemies: Coalition and True Federation HATE mind melters and prioritize them accordingly

Advances
IF: AB Psionics
IF: Power Points
IF: Major Psionic
IF: Master Psionic
HJ: Rapid Recharge
Human: Improved Rapid Recharge (recover 20 ISP/hour of rest)
Hind: Mentalist (+2 to opposed Psionics rolls)
Hind: Concentration (double duration of non-instant powers)
5xp: Charismatic

Gear
200 Universal Credits
„„NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
Plastic Man Light EBA
Wilk’s 320 “Classic” Laser Pistol
- Multi-Optics Scope; ignore illumination penalties when Aiming, and 2 points of range penalties
2 E-clips

Powers
Detect Arcana (innate)
Conceal Arcana (innate)
Mind Wipe (ISP 3, range smarts, instant; resisted by smarts; remove memory of single event (up to 30 min, or several hours on raise)
- Edit +1 ISP; Memories are changed instead of removed
- Fast Cast +2 ISP; Mind Wipe is cast as an action instead of a full minute
- Greater +2 ISP; several hours removed, or a full day with raise
- Exalted +20 ISP; Can remove ALL memories and identity, requires dramatic task, Edit costs +5 when used with this
Mind Reading (ISP 2, Range Smarts, Instant, resisted by Smarts; obtain 1 truthful answer (target unaware of invasion with raise)
- Mind Walk +4 ISP; freely explore memories and mind of target, Duration becomes minutes; ask any number of questions or converse
Puppet (ISP 3, Range Smarts, Duration 5, resisted by Spirit, target completely controlled on raise)
- Additional Recipients: +2 ISP/extra target
- Mind Control +3 ISP, target at -2 (-4 on raise) to resist; can be combined with Mind Link to control at any range
Protection (ISP 1, Range Self Only, Duration 5; +2 armor (+4 with raise))
- More Armor +1 ISP; grants 4 Armor (+6 on raise)
- Toughness +2 ISP; grants Toughness instead of armor, stacks with worn armor
- Greater Protection +3 ISP; grants 6 MDC (+8 on raise) that stacks with MDC armor, or any armor if Toughness modifier is also used
Telekinesis (ISP 5, Range Smartsx2, Duration 5, Str 1d10 (d12 on raise))
- Exalted +3 ISP, Str 1d12, +2 per raise

Shadow Cloak Powers
Fear +2
Invisibility (only in darkness/shadow)

Hero's Journey 3, 2, 17,4
Narrative Hook 2 - Siege of Tolkeen
Psionics 3 - Rapid Recharge
Psionics 17 - +2 Intimidation/Persuasion, +2 with Fear power
Enchanted Items 4 - Shadow Cloak (3 ISP/hour fear and Invisibility)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Pender Lumkiss
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Re: X-SET Mind Melter Character

Post by Pender Lumkiss »

Looks good. Not sure where the rolls were done. Feel free to copy it over to the xset character subforum.
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Icosa
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Re: X-SET Mind Melter Character

Post by Icosa »

Ah shoot, yeah...I was doing the build on Notepad, so I didn't use the roller here. It was on Orokos. Here's the link:

Hero's Journey: 4d20 26

You can view my rolls on it to confirm I wasn't fishing. :)

Or if you'd prefer I can reroll with the site roller. No biggy either way.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Pender Lumkiss
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Re: X-SET Mind Melter Character

Post by Pender Lumkiss »

Its fine. Character approved!
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