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)
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.
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.