Dragon3434 wrote:I like this.
Thanks! Actually, I did a lot of work after coming up with that, and with the help of people here I ended up creating a homebrewed addition to the Mind Melter that has worked very well in my game. It hasn't been campaign breaking, it's given the MMs a lot of extra flavor and niche, and it's been fun to play. I'll post it below the fold:
Everything below is in addition to what MMs get in the TLPG:
: A Mind Melter can cause terrible trauma in living, predominantly organic beings with central nervous systems simply by manipulating their brains to cause heart attacks, strokes, aneurysms, or other potentially fatal conditions. There is no discernible action on the part of the Mind Melter (as per Pure Force of Will
, below). The Mind Melter must succeed on a Psionics roll as an action to attempt this. The victim, who must be within 12", must make a Vigor roll or take a Wound. Additional ISP can be spent to increase this range or improve the Psionics roll as per the rules for Major Psionics. Line of Sight is not required if Presence Sense
• Mind Wipe
: If a Mind Melter has unrestricted access to a person's mind (either via a minute of droning hypnotism, or more simply with use of the Telepathy
, Mind Reader
powers), the Mind Melter can attempt to alter their very memories. This requires an opposed Smarts roll. If successful, the Mind Melter can remove a short memory. With a raise the Mind Melter can completely change the memory or remove a longer memory (up to an hour). If repairing a memory (one changed due to this power, or perhaps lost to trauma), the Mind Melter recovers a short memory or a part of a longer one (5 minutes maximum again) on a success, or the entire lost memory on a raise. If the memory was altered by someone else, the Mind Melter is opposed by the Smarts of the one who changed it. The target may roll his own Smarts as a Cooperative Roll to either side of the contest (depending on whether he wants to reveal or keep the original memory hidden).
• Presence Sense
: As an action, Mind Melters may make a Notice roll to pinpoint the location of any living creature that can think, within a range equal to their Smarts (so it applies to animals as well as humanoids, but not robots, plants or undead). If the Notice roll is successful, such creatures gain no benefit from any level of obscurement (darkness, fog, invisibility
, etc.) and a Mind Melter does not need line of sight to affect such creatures with non-damaging powers, thus ignoring cover (though note the multi-action penalty).
• Pure Force of Will
: All non-damaging Powers used by the Mind Melter have no visible trappings other than the direct effect. There are no magic words, no glowing energy, etc. If someone specifically suspects a Mind Melter at work, they may make a Notice roll with -4 to try to figure out who’s behind the activity (and of course Detect Arcana works just fine). Some things will be obvious even if there’s no visible power use – people will still see a car hurled through a storefront via Telekinesis
, even if they can’t see the power itself. Any power requiring a touch still requires it, though the touch could be as subtle as brushing up against someone on the street.
: Mind Melters can read up to 30 pages of text per minute and automatically remember everything they read with perfect clarity. This provides no comprehension for languages the Mind Melter doesn’t know, just memorization.
• Versatile Masters
: At character creation, a Mind Melter may choose 1 additional Power Edge.NEW ICONIC EDGESAdvanced Bio-ManipulationRequirements
: Seasoned, Mind Melter
Targets of your Bio-Manipulation now have to roll an opposed Vigor roll against your Psionics roll, rather than just a normal success check.Deadly Bio-ManipulationRequirements
: Heroic, Mind Melter, Advanced Bio-Manipulation
In addition to the benefits of Advanced Bio-Manipulation, for every raise you get on your opposed Psionics roll, the target takes an additional Wound.Advanced Presence SenseRequirements
: Mind Melter
Presence Sense may be used as a Free Action.Psychic Omni-SightRequirements
: Mind Melter
By entering into a meditative state as an action, the Mind Melter can see through the mind’s eye, greatly heightening awareness to a range equal to Spirit. In this state, the Mind Melter can see energy signatures such as electricity and heat, can see into the infrared and ultraviolet spectrums, and can see through thin physical barriers such as clothes, body armor and bags (though not walls or Power Armor/Vehicles). This grants a +4 to Notice checks, but the Mind Melter cannot move or speak while using this ability and may only take free actions. The Mind Melter may end the state at any time.Mental MasteryRequirements
: Seasoned, Mind Melter
You learn one new Power of your Rank or lower, which may be any power, not just one from your normal list. You may only take this Edge once per Rank.DecipherRequirements
: Mind Melter
You can understand all written languages.
If you like it, feel free to steal it!