Aurell
Mind Melter
Portrait of Aurell
Portrayed by Natalie Dormer
Name: Aurell
Aliases:
Rank:
Race: Altara
Birthplace: Unknown
Affiliation: The Splugorth (former)
Occupation: Slave/Slaver (former)
Rifts

Background

Aurell's predecessor was gravely injured by a Mind Melter, but gave as good as she got. She found a ruined building to hide in to initiate her cloning. The fatally wounded Mind Melter found her in this state. Curious, she reached out and found a new mind forming, and whether deliberately or by accident, she linked with that mind, pouring memories and feelings into the newly forming Altara.

When Aurell awoke, both her "mother" and the Mind Melter were dead. She sought out the Splugorth and take her place in service to them. But she was constantly plagued by feelings of guilt and shame, and events would trigger memories that couldn't possibly be hers. As these episodes became more traumatic, they eventually triggered her first psionic outbursts.

Sessions

(A Future Strange and Terrible 07) DamageSummary: The heroes infiltrate Cherry Hill and attack Damage Crew while searching for the cursed orb.

(A Future Strange and Terrible 06) ShemarriansSummary: Investigation of the downed Splugorth ship leads to an encounter with mysterious D-Bees.

(A Future Strange and Terrible 05) CouncilSummary: The leaders of the fugitives meet in council to discuss their current situation and how they will provide safety for everyone.

(A Future Strange and Terrible 04) LessonsSummary: Ohanzee teaches Seraphina about hunting like a Sioux. What they find isn't what they expected.

(A Future Strange and Terrible 03) EscapeSummary: The heroes lead a mass exodus of the prisoners from the slave ship.

(A Future Strange and Terrible 02) SabotageSummary: The heroes enact their escape plan, and then some.

(A Future Strange and Terrible 01) AbductedSummary: A plan for escape is hatched.

Relationships

Alessandro Orsini

Alessandro Orsini

Ally

Alessandro has shown suspicion toward Aurell, and rightfully so; she was a servant of his captors. But she seems to have earned some trust from the man after fighting by his side during a perfect opportunity to betray him.

Boe Lorrick

Boe Lorrick

Ally

Aurell and Boe have had little direct interaction. She regards him with a kind of distant bemusement.

Ohanzee

Ohanzee

Ally

The Sioux shaman is a mystery to Aurell, his culture and ways so very different from most anything she has encountered before.

Seraphina

Seraphina

Friend

Aurell was the first being that Seraphina interacted with, linking to her mind even before hatching. Sensing Aurell's powerful desire to escape the Splugorth had an impact on the dragon, leading to her helping to trigger a mass breakout from the slave ship.

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Aurell

Attributes

Agility: Dice_Fill-ins_d8.jpg
Smarts: Dice_Fill-ins_d6.jpg -2
Spirit: Dice_Fill-ins_d8.jpg
Strength: Dice_Fill-ins_d8.jpg
Vigor: Dice_Fill-ins_d8.jpg

Languages

  • American
  • Atlantean

Secondary Statistics

Charisma
Add to Persuasion and Streetwise rolls
+2 (-4/-2)
Pace
Run: +d6; -2 on other actions this round
6
Parry
2 + half Fighting die type
6
Toughness
2 + half Vigor die type
12 (6)
Awareness
2 + half Notice die type
5

Permanent Injuries

Skills

Driving (Agility): Dice_Fill-ins_d0.jpg
Fighting (Agility): Dice_Fill-ins_d8.jpg
Healing (Smarts): Dice_Fill-ins_d0.jpg
Intimidation (Spirit): Dice_Fill-ins_d4.jpg
Investigation (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Arcana) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Battle) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Computers) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Cybernetics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Electronics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Engineering) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (History) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Medicine) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Politics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Science) (Smarts): Dice_Fill-ins_d0.jpg
Notice (Smarts): Dice_Fill-ins_d6.jpg
Perform (Spirit): Dice_Fill-ins_d0.jpg
Persuasion (Spirit): Dice_Fill-ins_d0.jpg
Piloting (Agility): Dice_Fill-ins_d0.jpg
Repair (Smarts): Dice_Fill-ins_d0.jpg
Riding (Agility): Dice_Fill-ins_d0.jpg
Shooting (Agility): Dice_Fill-ins_d8.jpg
Stealth (Agility): Dice_Fill-ins_d4.jpg
Streetwise (Smarts): Dice_Fill-ins_d0.jpg
Survival (Smarts): Dice_Fill-ins_d0.jpg
Taunt (Smarts): Dice_Fill-ins_d0.jpg
Thievery (Agility): Dice_Fill-ins_d0.jpg
Throwing (Agility): Dice_Fill-ins_d4.jpg
Tracking (Smarts): Dice_Fill-ins_d6.jpg
Psionics (Smarts): Dice_Fill-ins_d10.jpg

Iconic Framework

Mind Melter Abilities and Bonuses

  • Arcane Background (Psionics): A Mind Melter begins with a great knowledge and understanding of psionics. The psi begins with five powers from the Mind Melter power list, 20 ISP, and a d8 Psionics skill.
  • Expanded Awareness: Mind Melters can use detect arcana at will, as a free action.
  • Foresight: Mind Melters can easily see a few moments into the future, allowing them to react to dangers before they occur. Gain the Danger Sense and Sixth Sense Edges.
  • Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line. Each time they take the Power Points Edge, they gain +10 ISP (instead of 5).
  • Master Psionic: A Mind Melter has the Master Psionic Edge, gaining all the Mega Powers associated with selected powers.
  • Mental Resistance: A Mind Melter has powerful defenses against the psionic powers of others. Gain +4 to all checks to resist psionic effects, and +4 armor against psionic damage. This does stack with Arcane Resistance.
  • Psi-force: Mind Melters have access to a special Trapping, "Psi-force". Powers with this Trapping have no obvious link back to the psi and require no physical gesture or effort on his part. The effects of beneficial abilities are completely invisible. Ranged attacks are visible, but originate close to the target. Abilities with a range of touch still require touch to use, but the effect itself is invisible. This makes it extremely difficult to identify a Mild Melter as the source of a given psionic effect. An onlooker using detect arcana will be able to see the invisible psi-force as a disturbance in the air, tracing it back to the Mind Melter.

Mind Melter Complications

  • A Little Odd: Though hardly as far gone as a Crazy, Mind Melters tend to be a little different due to the nature of their powers. Each Mind Melter begins with the Quirk Hindrance.
  • Cybernetics: No remotely sane Mind Melter would allow any cybernetics to ruin their carefully tuned mind or body. Medical necessity might dictate otherwise, but such characters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: Mind Melters are shot on sight by all Coalition troops, then shot again to be certain they’re dead. True Federation folks also tend to hate them.
  • Feared: Though it’s possible to hide their true natures, if the general populace discovers the presence of a Mind Melter, they tend to be very nervous—and possibly outright terrified. Mind Melters suffer a −2 Charisma when dealing with those who fear them.

Racial Abilities & Drawbacks

  • Attractive: The forced evolution process administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.
  • Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The average person hates and fears Altara; they suffer a −4 Charisma penalty with most folks who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
  • Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
  • Superior Senses: Altara Warrior Women begin with the Alertness Edge, as all of their other senses are exceptional.
  • Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.

Hindrances

Hindrance Type Description
Wanted Minor The character is wanted for escaping from the Splugorth.
Quirk Minor Your hero has some minor foible that is usually humorous, but can occasionally cause trouble. Aurell has a habit of humming to herself, sometimes even in inappropriate situations…like the middle of a firefight.
Night Terrors Major Sleep is a constant nightmare. The character tosses and turns and likely keeps everyone within a dozen yards awake. When trying to sleep for the night (or whenever, but no more than once a day), make a Spirit roll or suffer a level of Fatigue. That Fatigue is recovered the next time the character beds down.
Poverty Minor This character starts with half the usual money for the setting and just can’t seem to hang onto funds acquired after play begins. In general, all money acquired is halved immediately. If a character with Poverty chooses to hold on to that money, there will be consequences (see the House Rules Companion for details).
Enemy Aurell is hunted by her former "sister", Kydra. If the enemy is one day defeated, the GM should gradually work in a replacement, or the character may buy off the Hindrance by sacrificing an Advance.

Edges

Edge Type Description
Arcane Background (Psionics) Background

Psionicists have discovered how to tap into their own psychic powers. Aurell is a Mind Melter.

Brainburn: When a psionic character rolls a 1 on the Psionics die (regardless of Wild Die), the character is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes the character to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.

Danger Sense Weird Anytime the character is about to be the victim of a surprise attack, ambush, or other nasty surprise, roll Notice at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the character is on Hold for the first round of a combat. Should the hero fail this roll, use the normal Surprise rules, if applicable.
Sixth Sense Power The psionic suffers no −2 penalty to Notice checks for Danger Sense. With success the psi gains the normal Danger Sense bonus, beginning the round on Hold. With a raise, the psi can take a single immediate action (such as run to cover, activate a defensive power, or draw a weapon). This Edge works even when the character is in power armor or robot armor.
Major Psionic Professional

Major Psionics double base ISP and gain +10 ISP (instead of the usual +5) from the Power Points Edge.

Major Psionics may also:

  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range ×10. This ability does not affect powers that have Range of Self or Touch.

The two effects can be combined, but the decision to spend ISP for either must be made before the roll.

While on a ley line, all above bonuses are doubled in effect.

Master Psionic Professional The character gains the Mega Power option for all the powers they know. Each time they takes the New Power Edge, they gains both the power and its Mega Power version.
Psi-Blade Power The Psi-Blade provides the psionic with a mental energy blade that does Strength + Spirit + smite bonus (Mega-Damage, AP 6). The psi activates the smite power, summoning the Psi-Blade instead of putting the power on another weapon. This Edge can be used with exalted smite, as well.
Attractive Background Beautiful people have an easier time getting their way in life. This Edge grants +2 to Charisma.
Alertness Background This character is very observant and perceptive, and adds +2 to Notice rolls to hear, see, or otherwise sense the world around.
Strong Willed Social Add +2 to Intimidation and Taunt rolls, as well as when resisting Test of Wills attacks.

Powers

Arcane Background Power Points Recovery Rate
Psionics 1/hour
Weapon of Will
Power Smite Rank Novice Power Points 2 Range Touch Duration 3 (1/round)
The weapon hums and glows bright blue with raw energy generated by the telekinetic disturbance.

This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.

Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Weapon of Indomitable Will
Mega-Power Greater Smite Power Points 4 Range Touch Duration 3 (1/round)
The telekinetic disturbance intensifies, pushing small objects around chaotically.

This Mega Power version of smite confers two effects:

  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Telekinesis
Power Telekinesis Rank Seasoned Power Points 5 Range Smarts Duration 3 (1/round)
The target is surrounded by bright blue energy generated by the telekinetic disturbance.

Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.

Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.

Exalted Telekinesis
Mega-Power Exalted Telekinesis Power Points 10 Range Smarts × 2 Duration 3 (1/round)
The target is surrounded by bright blue energy generated by the telekinetic disturbance.

Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus, a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.

Those using exalted telekinesis consult the Super Strength Table (The Tomorrow Legion Players Guide page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.

Telekinetic Force Field
Power Barrier Rank Seasoned Power Points 1/section Range Smarts Duration 3 (1 per section, per round)
Telekinetic constructs that glow with the bright blue energy generated by Aurell's telekinetic disturbance.

Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.

Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.

When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.

Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.

Telekinetic Bastion
Mega-Power Stalwart Walls Power Points 2/section Range Smarts × 2 Duration 3 (1 per section, per round)
Telekinetic constructs that glow with the bright blue energy generated by Aurell's telekinetic disturbance.
In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.
Spatial Tear
Power Teleport Rank Seasoned Power Points 3+ Range Special Duration Instant
With her hand or psi-blade, Aurell "cuts" a hole in space and steps through.

Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.

Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.

The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.

Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.

Spatial Rend
Mega-Power Greater Teleport Power Points 5+ Range Special Duration Instant
With her hand or psi-blade, Aurell "cuts" a hole in space and steps through.
Greater teleport extends the Ranges to 20” (40 yards) per 5 PPE or ISP spent, or 30” (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.
Hyperkinesis
Power Warrior’s Gift Rank Seasoned Power Points 4 Range Touch Duration 3 (1/round)
The target glows with the bright blue energy generated by Aurell's telekinesis, which she uses to stimulate the target's nerves and molecules to enhance their abilities.

Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.

With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.

Edges gained through this power provide no additional benefit if the character already has the Edge.

Advanced Hyperkinesis
Mega-Power Greater Warrior’s Gift Power Points 8 Range Touch Duration 3 (1/round)
The target glows with the bright blue energy generated by Aurell's telekinesis, which she uses to stimulate the target's nerves and molecules to enhance their abilities.
Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.

Weapons

Weapon Range Damage RoF AP Shots Weight Notes
NG-33 Laser Pistol 15/30/60 2d4+1 1 2 20 4 lb. Semi-Auto
Psi-Blade Str+Spi+smite 6 — lb. Summoned with smite or greater smite

Armor

Many body armor suits and all power armor have Full Environmental Protection, which includes fully sealed systems; self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems.

Armor Type Armor Bonus Toughness Min Str Weight
UW-3C Urban Warrior Tactical Armor {$armorBonus} d8 11 lb.
Notes: Full Environmental Protection

Gear

Wealth and Currency

Savings credits
Valuables

The Hero's Journey

Benefits Table Result
{$benefitsTable} {$result}

Advances

Total XP: 0 Rank: Novice
XP Rank Advance

Gallery

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