BORN THIS WAY Overconfident (Major): Flavor text about it
PRICELESS Greedy (Major): Text about it
NO HOLDS BARRED Ruthless (Major): Text about it
Innate Abilities
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.
Edges and Iconic Abilities
Arcane Background (Psionics):
Arcane Skill: Psionics (Smarts)
Edge Requirements: Novice
Starting Powers: 3
Power Points: 10
Power Points Type: ISP
Required Power Activators: None
Techno-Wizardry Gear Manipulation: Yes
Many of the humans of Rifts Earth are
individuals with the powers of extra sensory
perception (E.S.P.), telepathy, telekinesis,
and more; these people account for nearly a
quarter of the remaining world population.
Those with more limited or undeveloped
powers are known as minor psionics.
Unlike other Arcane Backgrounds, the
psionic powers available to minor, major, and
master psionics can be quite different; unless
otherwise specified (Iconic Framework,
Race entry, etc.), psionics have access to
the following powers (Rank permitting): arcane protection*, bolt, boost Trait†, detect/
conceal arcana*, confusion, darksight*, disguise*,
divination, empathy, entangle, environmental
protection*, farsight*, fear, fly*, havoc, healing,
mind link, object reading, relief, telekinesis,
warrior’s gift*.
Powers marked with an asterisk (*) have
the reduced Power Points cost from the
Range (Self) limitation, while those marked
with a dagger (†) have both the Range (Self)
and Aspect limitations (see Trappings in
Savage Worlds).
Psionics gain access to Mega Power
Modifiers by taking the Major Psionic
then Master Psionic Edges. Psionic combat
powers have a telekinetic force
Trapping with an
appearance like molten glass, possibly
arcing with energy and tinted with color.
(IF)
Power Points:
Wizards, weird scientists, and other arcane
types always want more power. This Edge
grants them an additional 5 Power Points.
Power Points may be selected more than
once, but only once per Rank. It may be taken
as often as desired at Legendary Rank, but
each grants only 2 additional points.
(IF)
Major Psionics:
A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
(IF)
Master of Psionics:
The psychic has unlocked the penultimate powers of the mind and spirit—the Master Psionic gains access to
the Mega Power Modifiers for all known psionics powers. Those with mind link may take mind reading. They also add elemental manipulation to their power list applying either an ectoplasm (equivalent to earth), electrokinetic (air), hydrokinetic (water), or pyrokinetic (fire) Trapping to the power. Master Psionics may either apply the chosen Trapping to their powers or the standard telekinetic force Trapping. Mind Melters who take elemental manipulation may freely choose among all of these Trappings or the standard telekinetic force Trapping when activating powers.
(IF)
Strong Willed:
Self-confidence is strong armor
against those who would belittle
this individual. He adds +2 to his
total when resisting any opposed
Smarts or Spirit-based rolls,
including Tests and arcane skills.
(Free Human Edge)
Mentalist:
Constant contact with multiple minds gives these psionic agents an edge when it comes to forcing or resisting mental assaults.
Mentalists add +2 to opposed Psionics rolls, whether they are using their powers against a foe or defending against a rival.
(HJ Psionics)
Streetwise:
Streetwise characters know how to find the
local black market, fence stolen goods, avoid
the local law (or criminal element!), lay
low when the heat’s on, obtain illegal
weapons, find out which “boss” is
hiring muscle, or similar shady
activities.
Streetwise characters add +2
to Intimidation or Persuasion
rolls made to Network (see
page 133) with shady or
criminal elements. They also
add +2 to Common Knowledge
rolls pertaining to the types of
disreputable activities listed above.
(Hindrance)
Rich:
Requirements: Novice
Unless the hero is planning to remain
in one location for a serious length of
time, annual salary isn’t part of the wealth
equation. She’s managed to accumulate a bit
of money, but more importantly, extra gear.
She begins with 15,000 credits and gets two
rolls on the Body Armor, Close Combat
Weapons, Cybernetics, Enchanted Items &
Mystic Gadgets, or Ranged Combat Weapons
Tables. The hero may give up the two rolls
to instead own one personal weapon, body
armor, or adventuring gear item of her choice
Requirements: Novice, Rich
This hero made some major scores before
the current adventure. She has a total
of 25,000 credits saved up and gets four
total rolls on the above-listed tables. She
may give up two rolls to instead own
one personal weapon, body armor, or
adventuring gear item of choice, or three
rolls for one non-robot vehicle of choice.
: 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.
•
Detect arcana allows the recipient of the
power to see and detect all supernatural
persons, objects, or effects in sight. This
includes invisible foes, enchantments on
people or items, weird science devices, and so
on. With a raise, the caster knows the general
type of enchantment as well — harmful,
obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore
up to 4 points of penalties when attacking foes
hidden by magical darkness, invisibility, or
similar abilities (or all penalties with a raise).
Detect vs. Conceal: Detecting arcana against
someone or something that’s been concealed is
an opposed roll of arcane skills (roll each time
it’s attempted, but no more than once per
turn). If the concealment wins, the character
cannot see through the ruse with this casting,
but may terminate this instance and try again.
• Modifiers: [modifier](cost); [modifier](cost)
• We Are Friends ... [Empathy] (1 Cost) [Novice Rank]
:
The caster forms an emotional bond
between himself and the target with a
successful arcane skill vs Spirit roll. He
knows the target’s emotional state and most
basic surface thoughts, and gains +1 (+2
with a raise) to Intimidation, Persuasion,
Performance, or Taunt rolls against him.
Empathy also works on animals, adding +2
to Riding or other rolls used to interact with
the creature.
• Modifiers:
: The power
affects everyone in a Medium Blast
Template for +2 points, or a Large Blast
Template for +3.
(+2/+3)
:
The empath gains a +2 (+4 on a raise)
bonus on rolls against the target.
(+2)
[modifier](cost); [modifier](cost)
• ... Maybe We Ain't [Fear] (2 Cost) [Novice Rank]
:
This power causes overwhelming dread
and horror. The affected make a Fear roll.
Extras who fail are Panicked and Wild Cards
roll on the Fear Table. If the power is cast
with a raise, the Fear roll is at −2 and Wild
Cards add +2 to Fear Table results.
• Modifiers:
For +2 points the
power affects everyone in a Medium Blast
Template. For +3 points the area of effect is
increased to a Large Blast Template.
(+2/+3)
: Fear rolls are
made at −2, or −4 if cast with a raise.
:
This power allows a character to decrease
a target’s Trait (attribute or skill).
Lowering an enemy’s Trait has a Duration
of Instant and lowers the selected attribute
or skill a die type with success, or two
with a raise (to a minimum of d4). A victim
automatically tries to shake off the effect
with a Spirit roll as a free action at the end
of his following turns. Success improves the
effect one die type, and a raise removes the
effect entirely.
Additional castings don’t stack on a single
Trait (take the highest), but may affect
different Traits.
• Modifiers:
Lower Trait only. The Spirit
roll to shake off the effect is made at −2.
(+1)
:
The power’s effects are enhanced.
With success, For lower Trait the
target applies a −2 penalty to the rolls.
:
Mind link creates a telepathic connection
between two individuals (which does not
necessarily have to include the caster). The
link accommodates only willing subjects
and communication—thoughts that aren’t
consciously transmitted aren’t relayed.
Once activated, the Range between
all linked minds is one mile, or five
with a raise.
If any of the linked characters
suffers a Wound, all others must
make a Smarts roll or be Shaken
(this cannot cause a Wound).
The speed of communication is that of normal speech, but
with a raise members may communicate
up to 30 seconds or so of speech on a
single combat turn.
• Modifiers:
The power may affect additional
individuals for 1 additional Power
Point each.
(+1)
: The
caster can broadcast a short telepathic
message to every sentient mind within
a mile radius (five miles with a raise).
The caster can only broadcast, she does
not receive their responses.
(+2)
:
This modifier allows the caster to
connect up to her Smarts die in minds
as a kind of telepathic switchboard,
creating open communication for
everyone connected. The minds must
be willing individuals within one mile
(five miles with a raise).
(+5)
[modifier](cost); [modifier](cost)
• My Thoughts to Your Thoughts [Mind Reading] (2 PP Cost) [Novice Rank]
: Mind reading is an opposed roll versus
the target’s Smarts. Success allows
the character to gain one truthful
answer from the subject. The
target is aware of the mental intrusion unless
the mind reader gets a raise. The GM may
apply modifiers based on the subject’s mental
Hindrances or current state of mind.
• Modifiers:
: Allows the caster to
walk through the mind and memories
of the subject; Duration increases to 5
minutes. While the power is in effect,
the caster can ask any number of
questions, explore memories, or simply
have a brief conversation with the inner
consciousness of the target. Particularly
vital or dangerous questions or
thoughts—or exploring deep hidden
fears or something of great emotional
value to the target—may call for an
additional contested roll.
(+4)
[modifier](cost); [modifier](cost)
• Shocking, I Know [Stun] (2 PP Cost) [Novice Rank]
: Stun shocks a target with concussive force,
sound, light, magical energy, or the like.
A successful casting means the victim must
make a Vigor roll (at −2 with a raise on the
arcane skill roll) or be Stunned (see 106).
• Modifiers:
For +2 points the
power affects everyone in a Medium Blast
Template. For +3 points the area of effect is
increased to a Large Blast Template.
(+2/+3)
: Resistance rolls
are made at −2, or –4 with a raise.
(+2)
[modifier](cost); [modifier](cost)
• Let Me Help You [Elemental Manipulation] (1 PP Cost) [Novice Rank]
: This power grants basic control over the
four traditional elements: air, earth, fire, and
water (the elements may vary depending on
the setting). The power acts as if it has a d6
Strength, or d8 with a raise.
Here are some ideas for what each element
can do. Each is an action.
: Push someone, blow out a torch, fan
a flame, cool someone down (+2 to Fatigue
rolls in oppressive heat).
: Move a square foot of earth (half
that in stone) each round, cover tracks.
: Conjure flame about the size of a
torch, hurl a small blast of fire at someone
(Str damage), spread existing flame (see
Fire on page 127).
: Conjure a quart of water (not
“inside” objects or people), purify a gallon
of water per casting.
• Modifiers:
:
[modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
• Range: Range
• Duration: Duration
• Trapping: Chosen Trapping
• Effect: Summary of power
• Modifiers: [modifier](cost); [modifier](cost)
Last edited by Parsons on Sun Nov 14, 2021 10:04 pm, edited 20 times in total.
• 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.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes
ARMOR
Combat Mage Heavy EBA (TW)
• Armor: +6 (+7)** ( Toughness: +3
• Weight: 36 lbs (Min Str: d10 (d8)*)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
While powered increase Strength two dice and ignore min Str, farsight and darksight
Body Armor HJ Roll (13) - *Strength Min reduced 1DT, **+1 Armor
Body Armor HJ Roll (9) - Stealth +2, Custom Camo, Infared & Thermal Emissions Masking
• Rarity: +4; Cost: 250,000
An arcane cloak which allows the wearer
to gather shadows around herself to create fear, hide, and distract.
When activated (three Power Points per hour), the shadow cloak grants the fear
and invisibility powers, which are activated on the user at base effectiveness (no raise
effect)—the invisibility effect only works while traveling in darkness and shadow
Weight: 1lb, Cost: 300,000 credits).
Mind Melter
The name itself fairly describes the general
population’s feelings about the most
powerful psi-masters in the world. They
certainly didn’t give it to themselves, but
most Mind Melters wear the name like a
badge of honor, reveling in the respect and
(far more often) fear their very presence
generates. Even the ones with a more
noble or gentle intent fully grasp just how
terrifying their powerful minds are.
Mind Melters are masters of psionic
energies and their uses. There is
no practical limit
to what they
are capable of with enough experience
and training. To them, the energies of
every mind create a tapestry depicting the
past and the future, as well as all possible
present moments, and they can grab any
thread they like, tug it out of order, and re-
thread it as they will.
Some use this power for benevolent
purposes, trying to defend the weak and
make the world a better place. Others seek
only personal power and aggrandizement.
All must use their strange
abilities, however, for
the constant thrum of
power in their very soul
cannot be denied.
HERO’S JOURNEY
(TWO ROLLS)
Mind Melters get one roll on any of
the following tables: Enchanted Items &
Mystic Gadgets, Experience & Wisdom,
or Psionics.
They also get one additional roll
on any table except Cybernetics
or Magic & Mysticism.
A MIND IS A TERRIBLE
THING TO MELT
Mind Melters are the epitome of
the Master Psionic, beginning with
extraordinary power and developing
ever more of it over time. They
possess the core powers of the Arcane
Background (Psionics), and can take
Master Psionic Powers as well. While they
might not possess the Burster’s capacity
for raw devastation, they have an
extraordinarily wide array of
capabilities they can bring to
bear in almost any situation.
Mind Melters are highly
resistant to psionic abilities,
making them excellent partners to
have along when dealing with inherently
psionic beings and monsters. Like Bursters,
Mind Melters tend to be confident in their
own powers, rarely depending on mundane
armor and weapons. They do tend to favor
Techno-Wizard devices when they can
acquire them. Like any psionic, they can
power such items with their ISP instead of
the usual PPE required.
Mind Melters have the definitive list of
psionic powers, with access to the following
(Rank permitting): 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.
MIND MELTER ABILITIES
AND BONUSES
Mind Melters have incredible abilities.
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 above, 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.
MIND MELTER STARTING GEAR
Begin with standard Starting Gear.
TO SURVIVE AND THRIVE—
THE MIND MELTER
Your hero is the epitome of
psionic power, with vast potential
and flexibility. Early on, however,
it’s best to focus on one or two
disciplines and become skilled
with those.
Mind Melters may not always be
able to wade into combat; one or
two enacted defensive powers
may be required beforehand.
Don’t forget the Major Psionic
abilities; using ISP to enhance
success rolls is a powerful and
exclusive way psionics can gain
the upper hand.
Last edited by Parsons on Mon Nov 08, 2021 1:42 am, edited 1 time in total.
2D6 EFFECT 2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures! "Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Wow! Parsons is one of my major black market bad guys that is always a thorn in the players side. I did not know he was a closet mind melter. Good to see Parsons getting some run as a player character.
Agents of Titan Robotics Industries (AoT)
The Agents (Players) • Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace • Derrick - Caiden: Male Human, Momano Headhunter • Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider • Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS) • Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight) • CSC - Ozy “Oz”: Dragon My Accounts: Active
Pender Lumkiss wrote: ↑Tue Nov 30, 2021 3:49 pm
Wow! Parsons is one of my major black market bad guys that is always a thorn in the players side. I did not know he was a closet mind melter. Good to see Parsons getting some run as a player character.
@Technospawn no offense meant - I could not remember the full name of the FoM campaign. @Lars mentioned that a space had been held for me @Sgt 86Delta
@Pender Lumkiss Jon, I hope you don't mind, I decided to flesh this NPC out and make him playable.
Yup. We are now three full teams of 8. @Ndreare and @Technospawn can review his character. I’m done recruiting and off to be AGM for the CS
Agents of Titan Robotics Industries (AoT)
The Agents (Players) • Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace • Derrick - Caiden: Male Human, Momano Headhunter • Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider • Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS) • Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight) • CSC - Ozy “Oz”: Dragon My Accounts: Active
[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]