Mentalos
Campaign: Seekers of SICAD
Power Level: Classic
Background
Outcast, born into the Izo (Ruling) Caste and a hermaphrodite
Stayed on earth to escape the empire
Cannot stand the leadership of the empire
Sympathetic towards the lowcasts
Views the Zo as too rigid in their laws
Arrived during the Lensing Conflict
Betrayed the Zo to defend a group of humans
Attributes
History 10
Strength 8
Dexterity 10
Constitution 14
Sense 8
Fortune 5
Wisdom 8
Intelligence 8
Mental 12
Expression 5
Backgrounds
Origin: Non-Human 10
Catalyst: Betrayed the Zo 8
Drive: Cannot abide murder 5
Background: Zo Refugee 3
Talents
Acrobatics 10
Beauty 5
Computers 3
Cryptography 7
Disguise 5
Fitness 10
Longshot 1
Medical 8
Never Back Down 5
Perception 12
Repair 8
Research 3
Science 3
Serendipity 1
Stealth 3
Government Stipend (Wealth) 1
Drawbacks
Hunted by Humans Now!
Boons
No Need For: Breathing TY
No Need for: Sleep TY
Tools: Psychic Staff (Ranged), Smart Device TY
Powers
Tier 3 Biology 12
Support: Fitness/Constitution
Lingering MA
New Communication: Telepathy TY
New Movement: Teleport (Boost Speed, Rapid Acceleration) MA3
Secondary Role: Defense (Full Role) MA2
Armor (Boost Armor) MA2
Defends Against: All MA
Arsenic Blood (Painful) MA
Passive Defense MA
Activation Required MA
Limited: Unable to use Painful when Armor is active
Psychic Gauntlets 12
Offense/Mental
Defended By: Psyche MA
Devastating (Boost Devastation) MA2
Extra Stamina MA
Stamina Current: 17 (9) Starting: 17 (9)
Willpower Current: 5 -1 Max: 10
Starting AP 30
Attributes 4 + Talents 2 + Boons 3 + Powers 22 – Drawbacks
Initiative: 22 (Dexterity 10 + Perception 12) Dice 3
Surprised Defense: 5 (Fortune 5) Dice 2 Armor 1
Force Field Up Surprised Defense: 17 (Fortune 5 + Tier 3 Biology 12) Dice 3 Armor 8
Normal Defense: 26 (Constitution 14 + Tier 3 Biology 12) Dice 3 Armor 8
Mental Defense: 24 (Mental 12 + Tier 3 Biology 12) Dice 3 Armor 8
Defense Notes:
Cryptography: Characters gain 2 free levels of Armor whenever an Opponent repeats an attack.
Fitness: Reduce the the number of Actions they are Staggered by 3.
Medical: Once per Session Medical may be used as a Healing Power, this Heals a minimum of 1 Wound.
Perception: Once per Session use Perception 12 as a Supporting Characteristic for Normal Defense.
Repair: Once per Session Repair may be used as a Healing Power for Gear, this Heals a minimum of 1 Wound.
Favored Attack: Psychic Gauntlets 24 (Mental 12 + Psychic Gauntlets 12) Dice 3 Range Close Damage 5 Notes Defended by Psychic
Secondary Attack: Psychic Overdrive 26 (Mental 12 + Psychic Gauntlets 12 + Support: Tier 3 Biology – Heavy Blow 10) Dice 3 Range Close Damage 7 Notes Defended by Psychic Cost: 1 Willpower Support
Offense Notes:
Beauty: Once per Session Characters may use their Beauty as a Meddling (-2) or Control Power (10 + 3d6). The Character must explain how their Beauty distracts the target.
Disguise: When Disguised and Attacking an unaware Target use Surprised Defense and add 1 Wound. This cannot be used once the Target is aware the Character is a Threat.
Psychic Staff: Use Psychic Attacks at Medium Range