Sinister Mind Master
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Gambling d12, Healing d6, Intimidation d10, Notice d8, Persuasion d6, Psionics d12, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1)
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Gambling d12, Healing d6, Intimidation d10, Notice d8, Persuasion d6, Psionics d12, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1)
Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Jack of all Trades, Mentalist
Powers: (40 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear, Puppet
Gear: Staff (Str+d4, Reach 1, +1 Parry, 2 handed), Discretely Armoured Robes(+1)
Special Abilities:
• Tentacles: Str+d4+2, Bonus Die on a raise is a d8, AP3 on a raise, Never counts as unarmed.
• Telepathic: Bathalians can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Bathalian must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Bathalians cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Bathalians must immerse themselves in water one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.
• Hated and Feared : Bathalian cerebophagy will not soon be forgotten, and hatred of the cattle runs deep. Guilty by diet, it is difficult for Bathalians to overcome such prejudice. -4 Charisma."Fighters are an acquired taste. They use their brains so little that one has to watch one's weight."
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