Dípsagnos

    Novice Male Lyn-Srial, Mind Melter
    Iconic Framework: Mind Melter

    Attributes: Agility d4, Smarts d10, Spirit d10, Strength d6, Vigor d6
    Skills: Athletics d4, Common Knowledge d4, Language (Native) d8, Notice d12+2, Occult d8, Persuasion d6, Psionics d12, Stealth d4, Survival d6
    Pace: 6; Flying Pace: 12; Parry: 2; Toughness: 12 (5)
    Hindrances: Cautious, Habit (minor, Fidgets), Heroic, Heroic, Quirk (), Wanted (major, )
    Edges: Adept, Alertness, Major Psionic, Master Psionic, Mentalist, Power Points
    Armor: Huntsman Medium Personal Armor (Armor 5)
    Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
    Gear: NG-S2 Survival Pack, Wooden Cross
    Language: Native (native, d8)
    Current Wealth: 1,600 cr
    Arcane Background: Psionics (Rifts® TLPG)
    • I.S.P.: 30
    • Powers: Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +1), Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Entangle (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Relief (Savage Worlds: Adventure Edition p166), Telekinesis (Savage Worlds: Adventure Edition p169)

    Special Abilities

    • Alien Physiology: Lyn-Srial are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Compatible medical supplies/services and cybernetics cost double the listed price.
    • Cyber Resistant: Lyn-Srial can’t take cybernetics of any kind.
    • D-Bee (Major): The initial Reactions to Lyn-Srial typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
    • Flight: Fly at Pace 12 and “run” for extra movement as usual; use Athletics when maneuvering.
    • Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
    • Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
    • Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
    • Non-Standard Build: Lyn-Srial have unique proportions, causing a −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Their custom armor, clothing, and equipment costs triple the listed price. All Starting Gear is assumed to be customized for a hero’s use.
    • Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
    • Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly.
    • Wanted (Major): Lyn-Srial are hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
    • Psionics: Power Points: 30; Powers: Boost Trait (Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited); Skill Bonus: +1), Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Entangle (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Relief (Savage Worlds: Adventure Edition p166), Telekinesis (Savage Worlds: Adventure Edition p169)
    • Languages Known: Native (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
    • Edge: Alertness

    Current Load (normal/combat): 40.25 / 20.25 (41)
    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 Manual
    Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Super Strength
    Validity: Character appears valid and optimal
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