Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +1 on all social skill checks. If he has empathy, or fear, he gains a free reroll when using those powers.
1d20: [12] = 12
Psionics
Some powers become second-nature to the psionic. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
Puppet
Filthy Rich Rolls (4)
2 Rolls They may give up two rolls to instead own one personal weapon, body armor, or adventuring gear item of choice.
US Marine Corps Medium Plate EBA (Atlantis p50)
Triax T-100 Eagle Jet Pack (TLPG p89)
Money and Common Goods: 4d6 × 100 -
4d6: [6, 1, 3, 6] = 16 x 100 = 1600
Universal Credits, and 2d4 × 500 credits worth of gear or valuables -
2d4: [4, 4] = 8 x 500 = 4000
Last edited by Phillip Masters on Fri Dec 09, 2022 8:52 pm, edited 2 times in total.
About 70 years before the establishment of the Post-Apocalyptic Calendar, a village of mutant humans in the Magic Zone began breeding true, akin to the centuries-old Psi-Stalkers, handing down strong psychic powers and the ability to become an intangible specter. The villagers used their powers to spy on and steal from other settlements, eventually drawing the ire of other underworld factions who united to destroy the village. Scattered worldwide, the Psi-Ghosts now live as loose-knit clans, hiring themselves out as “acquisition specialists” and covert agents.
Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas). Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.
Presence Sensing
Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/conceal arcana*, which has the Range (self) limitation. Detect arcana always activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and the she gains two additional power to her starting total (e.g., a Psi-Ghost Burster get five). Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE. The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance. Wanted (Major): Psi-Ghosts are pursued by many powerful groups—including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
Alter Aura: Mind Melters have conceal arcana as an Innate Ability with the reduced Power Points cost from the Range (Self) limitation; can use Power Modifiers as usual. 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
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.
, 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 may sense supernatural beings 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.
MIND MELTER COMPLICATIONS
Though most Mind Melters revel in their idiosyncrasies, their power comes at a price. 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.
Specifically designed for military use, this Triax jet pack is made to fit onto the
hardpoints of any suit of New German Republic (NGR) military armor. Advanced propulsion and super-cooling systems provide the jet pack with impressive speed and lift. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours. The flight system is Handling +1 with a top speed of 200 MPH (35 lb, 600,000 credits, nuclear-powered only).
Armor: +6
Toughness: +3
Min Str: d6
Weight: 21
Availability: –2
Cost: 60K
Notes: +2 Athletics (swimming), Max Depth 2000', 5 hour air supply.
Upgrades (Via Gun Bunny x2):
Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.
This armor has an embedded Multi-Optics Helmet (see page 88) providing enhanced vision, targeting, and combat readout through the integral Heads Up
Display, see page 88.
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
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).
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.
Minor: +1 to Psionics
Minor: +1 to Psionics
Major: +1 die to Psionics
Major: +1 die to Psionics
Money
Money and Common Goods: 1600
Universal Credits, and 2d4 × 500 credits worth of gear or valuables - 2d4: [4, 4] = 8 x 500 = 4000
Credits from Filthy Rich: 25,000