Herra (Serran Mind Melter)

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Herra (Serran Mind Melter)

Post by Herra » Fri May 12, 2017 12:58 pm

Character Sheet

Player Name: John
Google Handle: venatus.vinco

Herra
Rank: Seasoned Experience: 41 (VV 12/30/2018) Advances Left: 0
Race: Serran
Iconic Framework: Mind Melter
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Charisma: -2; Pace: 6; Parry: 7; Toughness: 12 (7); Strain: 0

Skills:
  • Psionics d10 (free + advance)
  • Fighting d6 (2)
  • Notice d8 (2)
  • Survival d8 (2)
  • Driving d8 (2)
  • Stealth d6 (2)
  • Tracking d6 (2)
  • Taunt d8 (3)
Hindrances
  • Heroic (Major): Loves to stick up for the underdog
  • Phobia (Minor): Being penned up as a slave has made her claustrophobic, -2 to Trait rolls in confined spaces
  • Low Tech (Minor): -2 when using computers or high tech devices
  • Boarderhouse Rules (Minor Quirk): Coming to Rifts Earth as a child refugee and raised as a slave, Herra eats food as fast as possible, and usually takes more than her fair share hoarding it for later. (IF)
  • Cybernetics: -1 to the Psionics skill for each point of Strain (IF)
  • Enemy (Coalition): Shoot on sight (IF)
  • Feared: -2 Charisma (IF)
  • Wanted (Minor): Little Pocahontas Mission 1
Edges
  • Arcane Background (Psionics): 5 powers, 40 ISP, d8 Psionics (IF)
  • Expanded Awareness: Can detect arcana at will as a free action (IF)
  • Major Psionic: Can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2, effects are doubled on a ley line. Gain +10 ISP when taking Power Points Edge (IF)
  • Master Psionic: Gains all Mega Powers associated with her selected powers (IF)
  • Mental Resistance: +4 to all checks to resist psionic effects, and +4 armor against psionic damage (IF)
  • Soul Drain: Gain power points by (Spirit - PP), failure results in a wound, 1 or less wound plus unconscious (HJ)
  • Mentalist: +2 on any opposed Psionics roll (HJ)
  • Elan: +2 when spending a Benny on a Trait roll (including Soak rolls)(HJ)
  • Psi-Blade: Activates with smite (Str+Spirit, AP 6, plus smite bonus) (Hindrance)
  • Improved Psi-Blade: Psi-Blade increases to Strength + Spirit × 2 damage with AP 6 plus smite bonus) S2
  • Sixth Sense: Make a Notice roll with no penalty to detect and avoid danger (Hindrance)
  • Psi-Warrior Initiate: Require half the normal amount of sleep and can go without food and water twice as long before testing for Fatigue. Add +2 to all rolls against Fatigue. Qualifies for the Psi-Shield Edge.
  • Psi-Warrior Adept: Spend 1 ISP to increase the AP of your Psi-Blade by 2 until next action. Upon taking this Edge and at each new Rank, may choose to change the trappings of one of the following powers to be self-only but activated as a free action: armor, boost/lower trait, healing, smite and telekinesis.
  • Woodsman: +2 Tracking, Survival, and Stealth
  • Marksman: Aim (+2 Shooting) if hero does not move.
  • Group Mind Block: As an action, your character can give an ally an immediate attempt to break out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can do this once per round until they break free. This benefit also aids anyone under the mind walk Mega Power.
  • Empathy: Allows psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
Racial Traits
  • Weak (-2): Serrans are weak compared to most other races. They suffer a –1 penalty to all Strength rolls.
  • Danger Sense Edge (+2): Serrans have either extremely developed intuition or perhaps limited extra-sensory perception, giving them the Danger Sense Edge.
  • Parry (+2): Serran ESP increases their Parry by +2.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (Serran Mind Melter)

Post by Herra » Fri May 12, 2017 12:59 pm

Powers
  • Bio Manipulation (Pain) (Smite/Greater Smite): Self-Only, Free Action Strikes cause temporary muscle contraction if cast with a raise; the target has to make a Vigor roll or be at –2 Parry until his next action. Greater Smite uses a Precognitive Strike that allows the psychic to reflexively see into her victim’s mind and occasionally gets a glimpse into what works the best against foes or a weak point in their movements. On a shaken or wound, roll a d6 on a 6 the smite attack changes dealing damage as if it were the creature’s weakness should one be applicable, if no weakness it gets a plus 4 damage as it struck a vital area with such laser like precision.
  • Intuitive Combat (Deflection/Greater Deflection): When fighting Herra knows just where to be moving with grace and fluidity as she senses her opponent's next move and intuitively counters it. Psychically supercharging her senses costs +1 ISP but on a success adds +2 to Pace and on a raise increase Agility one die type for the duration of the power.
  • Hypnotic Suggestion (Puppet/Mind Control): Herra’s eyes glow as she peers deep into the mind and soul of her target, on a raise this glow casts light over a small burst template.
  • Astral Projection (Clairvoyance/World Scry): The psychic can use her astral form to explore the world around her unseen. While her physical body remains behind it shimmers and partly enters the Astral Plane slightly obscuring her and making her –1 to be hit by ranged attacks.
  • Bio Regeneration (Healing/Mass Healing): Self-Only, Free Action This power jumpstarts the body’s natural healing process it also causes an adrenaline surge that shocks a target out of their distraction on a raise, providing an immediate free roll to recover from being Shaken.
  • Bio-Manipulation (Paralysis) (Slumber/Greater Slumber): Any living creature (not undead or constructs) within a Medium Burst Template must make a Spirit roll, at −2 if the caster scored a raise (-2/-4 for Greater). Those who fail fall asleep can be awoken by loud noises, Notice roll (full round to wake for Greater).
Notes
Telepathic connection to Tribe: by activating telepathy as she goes to sleep, she can communicate with the Tribe's Elders in her dreams, no matter where she is on the planet (doesn't work if she's off-world).

Star Tattoos: Once per rank travel back to Trieb for additional HJ psionics roll (reference)

Tribal Skills: does not have to pay the "new skill tax" when increasing Shooting, and Shooting and Survival are always considered to be below the associated Attributes (up to d12) (reference)
Shard Power (from Overconfident Hindrance)
  • Super Bio-Regeneration (Greater Healing/Resurrection): Restores wounds more than 1 hour old can also heal Permanent Crippling Injuries. This requires an arcane skill roll at −4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent. For Resurrection see TLPG.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (Serran Mind Melter)

Post by Herra » Fri May 12, 2017 1:00 pm

Background
Slavers. Sometimes she still dreams about them. Floating across the surface of her homeworld, snatching up her friends and family. Evil creatures on floating barges with female minions casting out nets and stunning people to the ground. Her village fought bravely, but in vain. The beings, she later found out were minions of the Splugorth, took them in cramped pens to a great market on another world. She, and a group of other children, were deemed too small and weak but their psychic abilities attracted some attention. Thus, she was bought and sold a dozen times before arriving on Rifts Earth to train as a fighter in the slave pits of Splynn where her psionics powers flourished in the magic rich environment.

Training was rigorous and brutal, usually done under the instruction of bitter tattooed warriors. One of her trainers, Spider, was a long time veteran and took Herra under his wing. When Spider's family was killed Herra secretly helped him to escape. Later, as she neared the age of 16 and was prepared for battle in the fighting pits Herra was purchased by mercenaries to fulfil a contract in North America during the Juicer Uprisings. Her group took heavy losses and Herra used the chaos and confusion of the Uprisings to make good her escape. Knowing Spider had escaped to North America she began to look for him. Only to find him in a CS prison! Once again the plucky psychic helped her former trainer to escape.

Fleeing the CS and seeing war and devastation everywhere they went, Herra and Spider travelled through the wilderness stopping to help anyone who needed it (Spider usually reluctantly). Eventually, the pair came across some members of the Tomorrow Legion and Herra immediately attracted to their cause while Spider came along for the ride.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (Serran Mind Melter)

Post by Herra » Fri May 12, 2017 1:00 pm

Gear

Velociraptor Skull
Image
Velociraptors are canny and dangerous predators (their name translates to "swift seizer") that use speed and initiative to subdue and consume their prey. The enchanted raptor skull is worn like a helmet or headdress and gives the wearer predator like instincts, able to see and react in battle with ferocity and clarity. This is a mystical heirloom of the Moon Hunter Tribe in the dinosaur swamps, only a few are known to exist and are usually given to elder warriors and heroes of the tribe.
Breakdown
Base Item: Velociraptor Skull (Cost: Potentially your life!)
Minor: +1 Fighting (Cost: 5,000)
Minor: +1 Fighting (Cost: 5,000)
Major: Level headed (Cost: 40,000)
Major: Improved Level Headed (Cost: 40,000)
Total Cost: 90,000
Moon Hunter Tribal Armor (Combat Mage Armor)
  • +7 Armor, as well as a Strength increase of one die type.
  • Strength Minimum: N/A
  • Environment Protection: Full
  • Weight: 9 lb
  • Powers: darksight, farsight
  • Note: Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work.


NG-33 Laser Pistol Block II
Image
Damage: 2d4+1
ROF: 1
Range: 15/30/60
Payload: 20 shot E-Clip
Weight: 4
Min Str: -
Cost: 6500
Notes: AP 2; Semi-Auto


NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
Contents
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Xiticix TK Rifle
Damage: 3d6 MD
ROF: 1
Range: 40/80/160
Payload: --
Weight: --
Min Str: -
Mods: +2 Shooting, +2 Die Types to Shooting


Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
Credits: 152,005
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (Serran Mind Melter)

Post by Herra » Fri May 12, 2017 1:01 pm

Advances

Iconic Framework (Mind Melter)
  • 4 HJ rolls
  • Arcane Background (Psionics)
  • Expanded Awareness
  • Major Psionic
  • Master Psionic
  • Mental Resistance
  • Quirk
  • Enemy (Coalition)
  • Feared
  • Does not have to pay the "new skill tax" when increasing Shooting, and Shooting and Survival are always considered to be below the associated Attributes (up to d12)
  • Once per new Rank can travel back to the tribe to get an additional star tattoo, granting her an additional HJ-Psionics roll. This is not an Advance, it's a freebie for being a member of the Tribe.
Hero’s Journey
  • Psionics: 1, Soul Drain Edge
  • Psionics: 6, +10 ISP
  • Psionics: 14, Mentalist Edge
  • Experience & Wisdom: 1, Elan Edge
  • Psionics (Veteran): 1d20 = 7: 7 Psychic Awareness
Advances
  • Initial Advances: (From Hindrances): Psi-Blade, Sixth Sense
  • Free Edge (Human): NA
  • Cybernetic Modifications: NA
  • Novice 1 Advance: Psionics d8>d10
  • Novice 2 Advance: Psi-Warrior Initiate
  • Novice 3 Advance: +1 Agility
  • Seasoned 1 Advance: Psi-Warrior Adept
  • Seasoned 2 Advance: +1 Spirit
  • Seasoned 3 Advance: Improved Psi-Blade
  • Seasoned 4 Advance: +1 Driving, +1 Notice
  • Veteran 1 Advance: New Power (Slumber)
  • Veteran 2 Advance: New Power (Mind Reading)
  • 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:
raw data
Race: Serran (Sci-Fi Companion, 10)
  • Weak (-2): Serrans are weak compared to most other races. They suffer a –1 penalty to all Strength rolls.
  • Danger Sense Edge (+2): Serrans have either extremely developed intuition or perhaps limited extra-sensory perception, giving them the Danger Sense Edge.
  • Parry (+2): Serran ESP increases their Parry by +2.undefined
IF: Mind Melter

Hero's Journey
Psionics: 1d20 = 1 (1) [Make removable]
Psionics: 1d20 = 6 (6) [Make removable]
Psionics: 1d20 = 14 (14) [Make removable]
Experience & Wisdom: 1d20 = 1 (1) [Make removable]

Narrative Hook: 1d20 = 8 (8) [Make removable] - Juicer Uprising

Credits; 4d6 = 17 (2, 5, 4, 6) [Make removable]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (Serran Mind Melter)

Post by Herra » Wed Sep 27, 2017 4:44 pm

Advance: Psi-Warrior Initiate
Psi-Warrior Initiate [Background Edge]
Prerequisites: Novice, Psionics d8, Fighting d8, Mind Melter or MARS
You have mastered the trials of Fasting and Denial. You require half the normal amount of sleep and can go without food and water twice as long before testing for Fatigue. You add +2 to all rolls against Fatigue. If you have or gain the Psi-Blade Edge, you count as a Cyber-Knight for the purpose of qualifying for the Psi-Shield Edge.
Additional Psi-Warrior Edges:
Professional Edges: Psi Warrior Adept (Novice), Psi-Warrior of Legend (Legendary)
Power Edges: Improved Psi-Blade (Seasoned), Psi-Warrior Master (Seasoned)
Iconic Edge Availability: Psi-Shield (Seasoned, Initiate), Improved Psi-Sword (Heroic, Improved Psi-Blade), and Master Psi-Sword Edges (Veteran, Improved Psi-Blade)
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (Serran Mind Melter)

Post by Herra » Wed Jan 03, 2018 4:26 pm

Bennies (1st Quarter 2019): 4/4

Adventure Cards
  • Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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