Mutant Mind Melter

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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Mutant Mind Melter

Post by High Command »

Psionics: 1d20: [9] = 9
Body Armor: 1d20: [20] = 20
Experience & Wisdom: 1d20: [8] = 8
Psionics: 1d20: [11] = 11

BM Items: 2d4*500: [1, 4]*50 = 250 *10-2,500
Credits: 4d6*100: [1, 4, 2, 6]*10 = 130 *10+50,000=51,300
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Mutant Mind Melter

Post by High Command »

Alasha Rojas

Seasoned Mutant Neo Human, Mind Melter, and Psychic Power House

Iconic Framework: Mind Melter

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d12, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Healing d8, Language (American) d8, Language (Quecha) d8, Notice d10, Occult d8, Persuasion d6+1, Psionics d10, Stealth d8
Pace: 6; Parry: 6; Toughness: 14 (6)
Strain: 6/6
Hindrances: Code of Honor, Heroic, Impulsive, Quirk (Use Telepathy when possible)
Edges: Attractive, Danger Sense, Major Psionic, Master Psionic, New Powers (Deflection, Mind Link), New Powers (Smite, Puppet), Power Points, Psi-Blade, Rapid Recharge (Psionics)
Armor: Combat Mage Heavy EBA (TW) (Armor 6)
Weapons: Unarmed (Range Melee, Damage Str), Psi-Blade (Range Melee, Damage Str+d10, AP 20, M.D.C.), NE-10 Plasma Cartridge Rifle (Range 18/36/72, Damage 3d12+3, ROF 1, M.D.C.), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Gear: Holy Symbol, NG-S2 Survival Pack (Contains: 60x Naruni Plasma Cartidge, 2x Pistol E-Clip)
Languages: American (d6), Quecha (native, d8)
Current Wealth: 800 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 30
  • Powers: Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Darksight (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited); Skill Bonus: +1), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Farsight (Savage Worlds: Adventure Edition p161), Fly (Savage Worlds: Adventure Edition p161-162; Limitations: Self (limited)), Healing Touch (Healing; Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Puppet (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Stun (Savage Worlds: Adventure Edition p168-169), Telekinesis (Savage Worlds: Adventure Edition p169), Telepathy (Mind Link; Savage Worlds: Adventure Edition p164-165)
Special Abilities
  • Arcane Background (Psionics) (Racial): Neo-Humans start with this edge, 10 ISP, and the powers fly*, telekinesis, and stun.
  • Near-Perfect Specimen (Racial): Despite being mutants, Neo-Humans appear to be flawless humans. They start with the Attractive Edge, and do not choose how to spend their five attribute points at character creation; instead, all attributes are set to d6. They may not take physical Hindrances which represent genetic flaws.
  • Noblesse Oblige (Neo-Abel)/Infuriating Confidence (Neo-Cain) (Racial): Neo-Humans see themselves as the caretakers of their people. They have the Code of Honor Major Hindrance. (This assumes a Neo-Abel; Neo-Cains are Arrogant instead.)
  • Non-Human Physiology (Racial): Healing checks and rolls involving cybernetics are at –1 when the mutant is the subject. This does not apply within Achilles (or Lone Star).
  • Supernatural Transformation (Racial): This unique psionic power allows the Neo-Human to temporarily inflict and withstand Mega Damage. It costs 2 ISP, cannot take Power Modifiers, lasts for 5 rounds, and may be maintained normally. On a successful Psionics roll, the Neo-Human now ignores the extra effects of Gritty Damage and does Mega Damage with all melee attacks. A raise also gives them +2 Toughness and +2 melee attack damage.
  • Psionics: Power Points: 30; Powers: Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Darksight (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited); Skill Bonus: +1), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Farsight (Savage Worlds: Adventure Edition p161), Fly (Savage Worlds: Adventure Edition p161-162; Limitations: Self (limited)), Healing Touch (Healing; Savage Worlds: Adventure Edition p162), Mind Link (Savage Worlds: Adventure Edition p164-165), Puppet (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Stun (Savage Worlds: Adventure Edition p168-169), Telekinesis (Savage Worlds: Adventure Edition p169), Telepathy (Mind Link; Savage Worlds: Adventure Edition p164-165)
  • Languages Known: American (d6), Quecha (native, d8)
  • Arcane Background (Psionics): Begins with Arcane Background (Psionics) choosing five powers, 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).
  • Alter Aura: Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition 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: Have the detect arcana power as an Innate Ability with 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 (except Critical Failures) when using psychic abilities and their Psionics skill.
  • Mental Resistance: 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.
  • 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: Mind Melters suffer a −2 Persuasion when dealing with those who know what they are and fear them.

Advances
Novice Advances
  • Raise Skills: Fighting/Notice
  • Raise Skills: Notice/Occult
  • Raise Attribute: Smarts
Seasoned Advances
  • Edge: Psi-Blade
  • Raise Skills: Psionics/Language (American)
  • Raise Skills: Athletics/Stealth
  • Raise Attribute: Strength
Current Load (normal/combat): 83 / 59 (101)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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