Savage Rifts - Phase World Adventures!:Laura

From RPGnet
Revision as of 11:47, 21 September 2020 by KarlGreen646 (talk | contribs) (Stats)
Jump to: navigation, search

Background

Growing up, it was obvious Laura was a bit… different than others. She sometimes seemed to hear voices that no one else could hear, instinctively knew things about other people that she should have no way of knowing, and sometimes a small object that was just out of reach might tip into her hand.

If she'd been born on a civilized world, she'd have been picked up for training, and her potential would have been recognized. But her backwater colony had been established by people who wanted to live normal lives, not tainted by the magic of the Warlocks. A foolish dream, perhaps, but they weren't pleased by what they saw as signs of something supernatural, especially when she moved her hand and Tomas Galbraith fell into a well.

She might have been burned at the stake, and she might not have been. But the slavers came to the colony that night, and demanded a toll from the villagers. The mayor offered her up without hesitation.

When the slavers got her on the ship, they ran some sort of device over her. She knew enough of what they were saying that they were testing her for something abnormal. She desperately wanted to be normal, so she focused as hard as she could on that thought. And they didn't find what they were looking for.

She'd been raised to be a proper woman, so they used her as a servant. It was a hard life, but then so was being a colonist, and she wasn't afraid. Over time, she learned that she could make things happen, make people do things. Little things at first, but then more.

Who knows what would have happened if the Wraith hadn't been liberated. Maybe she would have been found out and sold, or maybe she would have worked her way up to being the puppet master. But she's glad she didn't have to find out. And when she joined in the fighting, and started throwing people around with her mind… well that got everyone's attention.

Race: Human (One Free Edge) Iconic Framework: Mind Melter

Stats

Traits:

Agility: d6
Smarts: d8
Spirit: d8
Strength: d4
Vigor: d6

Edges:

Power Points
Major Psionics
Master Psionics
New Power (Psionics Table)
Danger Sense (Experience and Wisdom Table)
Brave (Free Human Edge)

Hindrances:

Quirk (Speaks to Empty Air sometims)
Loyal (Minor)
Stubborn (Minor)
Suspicious (Minor)

Skills:

Athletics: d4
Common Knowledge: d4
Fighting: d4
Psionics: d12
Intimidation: d4
Notice: d6
Performance: d6
Persuasion: d8
Stealth: d6
Survival: d4
Thievery: d4

Powers:

Conceal Arcana (Innate, See Below)
Telekinesis
Deflection
Mind Reading
Mind Wipe
Invisibility
Puppet
Speak Language

Equipment

  • Money and Common Goods: 1250 Universal Credits, 300 in common goods
  • NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
  • Plastic Man Light EBA
  • Sidearm: Wilk’s 320 “Classic” Laser Pistol *Ammo: two E-clips or magazines for each weapon

Framework Benefits

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.

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.