Mastermind as a Playable RaceEdit
Hit Dice: 1d4 per point of CON
Mutations: 1d4 + 2 mental (plus Neural Telepathy), one physical: Bizarre Appearance (large bald cranium)
Masterminds are physically weak and frail. They have a penalty of -2 when rolling for Strength. They also roll 1d4 per point of CON for their hit point total instead of the usual 1d6. However, due to their advanced mental capacities, Masterminds receive a +2 bonus when rolling for their Intelligence and Willpower scores.
Though weak, Masterminds can thrive in the Mutant Future due to their highly developed brains which have unlocked powerful psychic abilities. Masterminds receive 1d4 + 2 mental mutations. If any mental mutation is rolled twice, the Mutant Lord is encouraged to “supercharge” the ability by doubling its range, increasing its damage potential, or otherwise improving on the mutation in some way. Masterminds will not possess any physical mutations (except for, you know, the big head) unless exposed to radiation. One interesting characteristic: Masterminds do not speak. Rather they communicate through an innate Neural Telepathy ability. (This ability is not to be counted as one of the Mastermind’s initial mental mutations.)
Masterminds are usually a fairly isolated race, preferring to form small communities called “Think Tanks” or “Mind-Hives” where they silently commune with each other and try to formulate plans for reviving the civilizations of Old Earth in their image. However, a Mastermind may be sent out into the world to gather data, do research, and interact with the denizens of the world.
Source: Sniderman; some revision by Malcadon.
|Race:||Mutant Human: Mastermind|
Fortementus is a scout for a Mastermind "think tank" community called Cohors Cogitans Alpha-III. It was concluded that they will need to relocate or face the treat of being flanked by an army of mutant beast from the east, machine men from the west, and slavers for the northeast. He would rather stay home to continue to be a part of the mental link that forms the community, but the situation is considered potentially dire. He is from a hand-full of scouts brave enough to locate a new site. In spite of his smug anti-social skills - a trait common with his race - he has managed to find himself in a band of explores, and discovered the need to be more accommodating towards the "emotional state" of others. Since joining the party, he has lightened up somewhat, but still out of sorts with "primitive-thinkers." He still has a strong aversion towards dunking "mentally harmful substance" (alcohol), and "non-telepathic recreations" (sex), but he has finally developed a "ludicrous witticism" (sense of humor - vary dry and sardonic). He is most content not getting to attached to people from the primitive world, as those who get too attached, are branded being mentally corrupted by "emotionally unstable primitives", and becomes outcasts among their own kind. He has found that the "social camaraderie" he had formed with the outside world could be beneficial towards the continued survival of him and his community.
|Weapons:||Machete (as shortsword), 2 knives (as daggers), Plasma Pistol (9 shots), Automatic Shotgun (6 rounds)|
|Armor:||Piecemail armor (as chainmail)|
|Equipment:||Backpack, bedroll, utility belt, spyglass, block and tackle, waterskin, lighter, lantern, 4 flasks of oil, 15 sheets of paper, quill pen, 2 vials of ink, Boron Solution Spray (2 charges), Healing Pack (6 charges), 18 Dehydrated Pills, 43 gp worth of assorted coins and scrap metal.|
|Physical Mutations:||Bizarre Appearance (large bald cranium)|
|Mental Mutations:||Neural Telepathy (racial; boosted: range 60'), Mind Thrust, Ability Boost, Damage Turning, Accumulated Resistances (radiation), Phobia (insects).|