Mind Melter
- Xavier Crow
- Posts: 10
- Joined: Sun Sep 06, 2020 1:59 pm
- Location: Casper, WY
Mind Melter
Please dis regard and delete this thread if needed. I decided to go with a different character
- Dice rolls
- Hero's journey psionics table 1d20: [13] = 13
- Another roll on psionics 1d20: [16] = 16
Last edited by Xavier Crow on Sun Sep 13, 2020 11:04 am, edited 1 time in total.
- Xavier Crow
- Posts: 10
- Joined: Sun Sep 06, 2020 1:59 pm
- Location: Casper, WY
Re: Mulch the mind melter
Money money money
- Dice rolls
- Universal credits 4d6: [5, 6, 6, 2] = 19
- Gear and valuables 2d4: [3, 3] = 6
- Xavier Crow
- Posts: 10
- Joined: Sun Sep 06, 2020 1:59 pm
- Location: Casper, WY
Re: Mulch the mind melter
Mulch
Novice Male Myconid, Mind Melter
Iconic Framework: Mind Melter
Description
A short mushroom that looks like it sprouted legs, arms and grew some eye
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, Vigor d4
Skills: Athletics d4, Common Knowledge d4, Fighting d10, Language (Myconese) d8, Notice d10, Persuasion d4, Psionics d12, Stealth d4, Survival d4
Pace: 6; Parry: 7; Toughness: 8 (4)
Strain: 4/4
Hindrances: All Thumbs, Curious, Quirk (Has nice long conversations with plants, especially fungi. Will encourage others to respect plants and their feelings. Also when he gets nervous he sprinkles spores.), Small
Edges: Major Psionic, Master Psionic, New Powers (Illusion, Mind Link), Power Points, Psi-Blade
Armor: Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), Psi-Blade (Range Melee, Damage Str+d10, AP 24, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Crystals, NG-S2 Survival Pack
Language: Myconese (native, d8)
Current Wealth: 1,900 cr
Arcane Background: Psionics (Rifts® TLPG, p120)
Advances
Novice Advances
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 (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
Created with Savaged.us
Novice Male Myconid, Mind Melter
Iconic Framework: Mind Melter
Description
A short mushroom that looks like it sprouted legs, arms and grew some eye
Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, Vigor d4
Skills: Athletics d4, Common Knowledge d4, Fighting d10, Language (Myconese) d8, Notice d10, Persuasion d4, Psionics d12, Stealth d4, Survival d4
Pace: 6; Parry: 7; Toughness: 8 (4)
Strain: 4/4
Hindrances: All Thumbs, Curious, Quirk (Has nice long conversations with plants, especially fungi. Will encourage others to respect plants and their feelings. Also when he gets nervous he sprinkles spores.), Small
Edges: Major Psionic, Master Psionic, New Powers (Illusion, Mind Link), Power Points, Psi-Blade
Armor: Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), Psi-Blade (Range Melee, Damage Str+d10, AP 24, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Crystals, NG-S2 Survival Pack
Language: Myconese (native, d8)
Current Wealth: 1,900 cr
Arcane Background: Psionics (Rifts® TLPG, p120)
- I.S.P.: 30
- Powers: Bolt (SWADE p156), Conceal Arcana (SWADE p158; Limitations: One Aspect, Self (limited)), Detect Arcana (SWADE p158; Limitations: One Aspect, Self (limited)), Illusion (SWADE p163), Mind Link (SWADE p164-165), Mind Wipe (SWADE p165), Protection (SWADE p165-166; Limitations: Self (limited)), Smite (SWADE p168; Limitations: Self (limited)), Stun (SWADE p168-169)
- Poisonous Touch (Fatal, Lethal, or Paralyzing): With a successful Touch Attack (page 108), bite, or claw, the victim must roll Vigor or suffer the effects of Fatal, Lethal, or Paralyzing, but each use causes the hero Fatigue. The character may always choose whether or not to use her poison touch. See page 128 for Poison and its effects.
- Hardy: A second Shaken result in combat does not cause a Wound.
- No Vital Organs: These species have hidden, extremely tough, or redundant vital organs. Called Shots do no extra damage against them.
- Low Light Vision: The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
- Infravision: The creature detects and “sees” heat, either through eyes or other sensory organs. This allows it to halve penalties for bad lighting when attacking targets that radiate heat.
- Immune to Poison: The species is immune to poison.
- Regeneration (3): Makes a natural healing roll once per day (rather than every five days). Permanent injuries may be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery (the being may try once per week).
- Inhuman Physiology (-3): The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 3 points the race has Bizarre Physiology increasing the penalties to a −4. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
- Non-Standard Build (-2): For 2 points, the race is −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Custom armor, clothing, and equipment costs triple the listed price.
- D-Bee (-2): For 2 points, the D-Bees are quite inhuman. They are treated with hostility by human supremacists, distrusted by commoners, spurned everywhere, and have no rights except in the most cosmopolitan areas. They should expect frequent trouble and violence, depending on the crowd and situation, and Reactions of others typically starts at Unfriendly, or Hostile for human supremacists. Failed social checks with Hostile parties often result in violence.
- Environmental Weakness: Fire/heat
- Dependency: Dip his toes in soil
- 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.
- 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).
- 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.
- Powerful Influence (Hero's Journey): Powerful Influence:Some psionic characters become expert at breaking the influence others have on people. As an action, your character can give an ally an immediate attempt to break out of illusion or puppet at +2, and he can do this once per round until they break free. This benefit also aids anyone under the effects of the mind walk Mega Power Modifier.
- Mind over matter (Hero's Journey): Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
Advances
Novice Advances
- Edge: New Powers (Illusion, Mind Link)
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 (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
Created with Savaged.us
Last edited by Xavier Crow on Mon Sep 07, 2020 2:16 pm, edited 1 time in total.
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Mulch the mind melter
If you chose the Savage Rifts export it will generate the code to make this formatted nicely.
See here:
See here:
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Xavier Crow
- Posts: 10
- Joined: Sun Sep 06, 2020 1:59 pm
- Location: Casper, WY
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Mulch the mind melter
No problem. Have you contacted a GM or asked on Discord for an opening so you have a place to play this character?
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Xavier Crow
- Posts: 10
- Joined: Sun Sep 06, 2020 1:59 pm
- Location: Casper, WY
Re: Mulch the mind melter
I have not yet. Life got a bit busy and distracting. Plus I saw the open games listed in the forum for open games looked like they were old games