Psi-Slayer Mind Melter (SWADE)

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Psi-Slayer Mind Melter (SWADE)

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HJ
Psionics [dice:dc1etje1]55112:0[/dice:dc1etje1]
Training [dice:dc1etje1]55112:1[/dice:dc1etje1]

Race
  • Ambidextrous (Race): Ignore –2 penalty when making Trait rolls with off-hand (2)
  • Fleet Footed (Race): Pace +2, increase running die one step (2)
  • Arcane Background (Psionics): detect arcana, boost trait (2)
  • Psychic Vampire: must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue, and starve to death after a week of being Incapacitated by lack of “food”. (-2)
  • Bad Reputation: “Most civilized folks see Psi-Slayers as inherently evil monsters who kill for sheer pleasure” (-1)
  • Ruthless (Minor): “The Psi-Slayer is a very dangerous individual. Not only does he possess ruthless predatory instincts and potent psionic abilities, the character also has the intelligence, creativity and resourcefulness of the human mind.” (-1)
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Re: Psi-Slayer Mind Melter (SWADE)

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Morris Michaelson
Rank: Novice Advances: 0
Race: Mutant Human
Iconic Framework: Mind Melter
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 8 (d8 run); Parry: 6; Toughness: 5; Strain: 0

Skills:
  • Athletics d4
  • Common Knowledge d4
  • Notice d6 (1)
  • Persuasion d4
  • Stealth d8 (2)
  • Psionics d10 (4)
  • Intimidation d6 (2)
  • Fighting d8 (3)
  • Survival d8 (3)
Hindrances
  • Psychic Vampire (Race): Must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue, and starve to death after a week of being Incapacitated by lack of “food”.
  • Bad Reputation (Race): “Most civilized folks see Psi-Slayers as inherently evil monsters who kill for sheer pleasure”
  • Ruthless (Race): “The Psi-Slayer is a very dangerous individual. Not only does he possess ruthless predatory instincts and potent psionic abilities, the character also has the intelligence, creativity and resourcefulness of the human mind.”
  • Quirk (IF):
Edges
  • Ambidextrous (Race): Ignore -2 penalty when making Trait rolls with off-hand
  • Fleet Footed (Race): Pace +2, increase running die one step
  • Arcane Background (Psionics):
  • Assassin (HJ): +2 to damage foes when Vulnerable or assassin has The Drop.
  • Intimidating (HJ): +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.
  • New Powers (IF): Two new powers
  • Power Points (IF): +10 ISP
  • Major Psionics:
    • Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.
    • Major Psionics may also:
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the range × 10.
    • This ability does not affect powers that have Range of Self or Touch.
    • The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
    • While on a ley line, all above bonuses are doubled in effect.
  • Master Psionics: Mega Modifiers
  • Master of Psionics: Free reroll on all Trait rolls when using psychic abilities and their Psionics skill
  • Psi-Blade: smite manifests a dagger dealing Strength + Spirit Mega Damage, AP 8
Iconic Framework Abilities & Complications
  • Alter Aura: Can use 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.
  • Expanded Awareness: Use detect arcana power as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations. Can sense supernatural beings anywhere within line of sight with a Notice check.
  • Mental Resistance: Has +4 to all checks to resist psionic effects, and +4 armor against psionic damage
  • 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: Mind Melters suffer a −2 Persuasion when dealing with those who fear them.
GM Bennies 9/9
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Re: Psi-Slayer Mind Melter (SWADE)

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Powers
Deaden Senses (invisibility)
Stuff
Intuitive Combat (boost trait)
Stuff
Smite (smite)
stuff
Bio-Manipulation (fear)
Stuff
Sleep Walking (puppet)
Stuff
Telekinetic Air Walk (fly)
Stuff
Psychic Body Field (protection)
Stuff
I.S.P. 30/30
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Re: Psi-Slayer Mind Melter (SWADE)

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Background
A bad ass killer from Michigan.
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Re: Psi-Slayer Mind Melter (SWADE)

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Gear
  • NG-S2 Survival Pack
  • Huntsman Armor
  • Wilk’s 320 “Classic” Laser Pistol with 2 e-clips
Credits: [dice:2sgwsvhz]55117:0[/dice:2sgwsvhz] Universal Credits, and [dice:2sgwsvhz]55117:1[/dice:2sgwsvhz] 500 credits worth of gear or valuables
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Re: Psi-Slayer Mind Melter (SWADE)

Post by Stoic »

Advances
Iconic Framework: Mind Melter

Hero’s Journey
  • Psionics 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.
  • Training 19 - One Professional Edge, ignoring requirements, subject to the GM’s approval.
Advances
  • Initial Advances: (From Hindrances): +1 Vigor, Psi-Blade
  • 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:
GM Bennies 9/9
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