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)
- 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
- 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.
- 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.