Mind Walker R.C.C.

Mind Walker R.C.C.


       The Mind Walker, like the Mind Melter, is an extremely powerful psychic character. Unlike Mind Melters, Mind Walkers tend to be more educated and, at least at first, are more reliant on technology for combat and defense. Also, Mind Walkers tend to be less arrogant and extravagant, possibly due to their preference of subtlety over direct confrontation. Mind Walkers have no psychic powers that affect the world around them until 3rd level.
       Most Mind Walkers belong to a loose society whose ultimate purpose is kept secret from all but the Circle of Seven and those the Circle trusts completely. Mind Walkers are not allowed entry in any Coalition cities, and are almost always escorted out of the “Burbs”.

The Powers of the Mind Walker
       NOTE: An asterix indicates a new psychic power not covered in the basic rulebook.
       At first level the character automatically has the following psionic powers.
       Also select four (4) additional powers from the Sensitive category (including Dream Link*, Dream Walk*, and Telepathic Illusion), and two (2) Healing and two (2) Super powers from the following list.

       At second level the psychic automatically gets Mindspeak* and can choose a total of three from the Sensitive category, the previous Healing category list, the following Physical category list, and can select two from the previous and following Super category lists.
       At third level the psychic character can select a total of three (3) powers from any of the categories including the following new powers.

       From fourth level on, the Mind Walker can select a total of two powers from any of the categories each time he gains a level.

       The influence of ley line energy
       Range and duration are increased by 50% when near a ley line and doubled when within a mile (1.6 km) of a nexus point. The damage from psionic attacks such as psi-sword, pyrokinesis, electrokinesis, and telekinesis is also doubled when within a mile of a ley line nexus point. The strength/M.D.C. of a telekinetic force field is also doubled.
P.P.E.: Most of the individual's P.P.E. has been expended in the development of psychic abilities. The remaining Permanent P.P.E. Base is 1D4+1.

I.S.P.: To determine the character's initial amount of Inner Strength Points, take the number of M.E. times three as the base, roll 4D4x10 and add it to the base number. The character gets another (10 + ½M.E. [rounded down]) I.S.P for each additional level of experience. Considered a master psionic.
       I.S.P. is regained at the rate of 4 per hour of activity, or 24 per hour of meditation or sleep (double the rate of other psychics!).
       As a master psionic, the character needs to roll 10 or higher to save versus psionic attack.

Attribute Requirements: M.E. 14, I.Q. 10 or higher. A high M.A. is also suggested but not 0required.

Alignment: Mind Walkers are almost never Miscreant or Diabolic and rarely Anarchist or Principled, but player characters can be of any alignment.

Racial Requirements: Only humans have ever become Mind Walkers. When asked about this, representatives of the Circle of Seven only make vague comments about evolution.

Skills: Mind Walkers have had more education than most psychics, but still less than most adventurers. While they initially rely on machines more than other psychics, their need drops off after 3rd level. The typical Mind Walker is a tactician or long range planner who usually prefers subtle plots to open combat; not all fit this mold, however.

       At first level, the psychic can speak, and is literate in his or her native language (98% speak, 90% literacy) and can speak two other languages of choice (+30%), gets Biology (+20%), selects two piloting skills, one weapon proficiency, and selects five "other" skills, each with a +5% bonus. The only combat skill is Hand to Hand: Basic.
       Hand to Hand: Basic can be changed to Hand to Hand: Expert at the cost of one "other" skill, Martial Arts (or Assassin if an evil alignment) for the cost of two "other" skills, or an advanced martial art at the cost of two “other” skills plus one for every four years necessary to learn the form (as defined under skill cost).
       The character can also select six (6) secondary skills without the benefit of bonuses. At third, sixth, and tenth levels an additional three skills can be selected.
       All skill categories are available to the Mind Walker.

Standard Equipment: A few sets of travelling clothes, light to heavy mega-damage body armor, sleeping bag, backpack, utility/ammo-belt, canteen, sunglasses, air filter or gas mask, knife, food rations for a week and personal items.
       Weapons will include three energy weapons or a TW weapon, two non-energy weapons and one to three ancient weapons of the player's choice. Mind Walkers prefer techno-wizardry items to normal technology, but will use either. By the time they reach third level, Mind Walkers will no longer need to depend on technology as much as before. Even so, it is almost unheard of for a Mind Walker to abandon all technology; at most they will discard all but a few of his or her favourite devices.
       Vehicle is limited to non-military means of transportation, and may include hover vehicles, jet pack, souped-up motorcycle or car, or TW vehicle (with a maximum of 1 mystic feature to start). The great psychic power of the Mind Walker enables the character to understand and operate most techno-wizard devices.

Money: Starts out with 2D6x1000 in credit and 1D4x1000 in saleable black market items. Unlike Mind Melters, most Mind Walkers are good at conserving their money since they do not tend towards flamboyancy.

Cybernetics: Starts with none and will almost never agree to get any cybernetics or bionics even for medical reasons (mostly due to Bio-Restoration, which can regrow full limbs in 10 hours).