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Mindbender
Mindbender is a Mystic Protector who is Balanced
Character
Level
1
Tier
1
Body
2
Mind
8
Spirit
2
Durability
94%
Mobility
Reaction
8
Speed
4
Max Move
600
Weight Limit
240
Carried
18
Health
Hit Points
30
Death Limit
-10
Dying Rate
3
Revived HP
7
Defenses
Body
13
Mind
19
Spirit
13
Healing
Mystic
9
Generalist
2
Attacks
Body
3
Mind
9
Spirit
3
Add Range
2
Damage
Combatant
2
Mystic
8
Add Detriment here?
Detriment ?
Mindbender's Skills : 7 / 17 / 27
Athletics
2
Crafting
8
Nature
2
Perception
3
Religion
8
Scholar
9
Social
2
Subterfuge
2
At Will Powers | Offensive Mystic
d20 +9 to Attack Mind Defense | +8 to Damage | +9 to Healing
Basic Attack
This is Mindbender's Basic Attack.
  • 1d4 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Mindbender's Combat Maneuvers.
Phantom Fist
With a wave of your hand a magic fist appears in the air and races towards your enemy.
  • 1d6 Damage (4) Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 8
Primary Discipline Powers | Offensive Mystic
d20 +9 to Attack Mind Defense | +8 to Damage | +9 to Healing
Lance of Force
A lance of pure magic appears in your hand and you thrust it at your enemy! The lance skewers a 1x4 Space area.
  • 1d6 Damage (4) Target: Spaces (4) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 15
Shower of Stones
You reach out and grab handfuls of nearby stones and rocks. With a word of magic they begin to fly from your hands pelting your enemy. They do Damage and Move the enemy where you want them.
  • 1d6 Damage (4) Target: Creature (1) Range: 3 Spaces Duration: Instant
  • Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 14
Secondary Discipline Powers | Defensive Mystic
d20 +9 to Attack Mind Defense | +8 to Damage | +9 to Healing
Blinker
You wrap magic around and ally and they begin to blink. At first the blinking is slow but it quickly speeds up. During one of these flickers the ally teleports a short distance away. Once the appear the blinking quickly subsides.
  • Teleport Ally 6 Target: Creature (1) Range: 2 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 8
Group Shield
Your wrap yourself and nearby allies in a magic shield that protects from Damage. Each affected target's Hit Points increase slightly for a few rounds.
  • Hit Points +5 Target: Spaces (2) Range: 1 Space Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 12
Pinch Time
With a tap on the shoulder of your target you pinch time slightly increasing their Reaction roll. This Power can be used along with a Reaction roll.
  • Reaction +3 Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT TT RT Cost: 7
Tertiary Discipline Powers | Defensive Mystic
d20 +9 to Attack Mind | +8 to Damage | +9 to Healing
Alter Gravity
You alter the laws of gravity around your target. They are able to walk on any solid surface as if it was the ground for one round. This includes walls, ceilings, trees, or any other solid object.
  • Movement, Ground Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 8
Force Barrier
You create an opaque shield of magic around your target. This magic field helps to absorb incoming damage for a short time.
  • Resistance +5 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 11
Glimpse
You bestow a glimpse of far sight onto the target. This allows them to make one Perception Skill Check to any place within 100 Spaces that they know. The difficulty of the check is set as if they were standing in that Space.
  • Far Perception 100 Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: TT RT Cost: 6
Other Powers Available From Items
Pep Up Pill Grants:


Minor Healing
With but a touch of a healing hand the target's Hit Points are healed slightly.
  • 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Roleplay Details for Mindbender
Physical
Physique
Your Choice
Personality
Emotional Disposition
Your Choice
Historical
Alliances
Your Choice
Languages
Common
Mindbender's Character Notes
Missing RP Information
The RP information is missing so the player using this character can make up whatever they wish to describe their character.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-24 19:39:14
Basic Thought Behind This Character
This Mindbender is built as a character that can handle a wide variety of situations. A large part of this character has utility Powers that are useful for helping them accomplish difficult tasks; scouting an area, climbing shear surfaces, and making quick ambush arrivals. Offensive Powers to harm enemies mixed with Defensive Powers to aid their companions. This is a very adaptable character.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-24 19:40:02
Mindbender's Wealth
Cash
Items
Assets
Total
Mindbender's Assets

Mindbender's Equipped Items

Cognitive Enhancer +1
This psionic enhancer is implanted just behind the ear. It helps to focus your psionic energy allowing for more accuracy.
Availability: Common | Item Type: Basic | Category: Jewelry |
Level to Use: 1st | Weight: 1 Carried | Cost: 2,000
Effects
Attack +1
This effect grants Attack +1.

Mindbender's Unequipped Items

Pep Up Pill
When you need that little "pick me up", pop this pill to keep you going.
Availability: Common | Item Type: Basic | Category: Disposable |
Level to Use: 1st | Weight: 1 Carried | Cost: 20
Powers
Minor Healing
With but a touch of a healing hand the target's Hit Points are healed slightly.
  • 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6

    

Provisions Pack
This is a basic provisions kit for the on-the-move character. Stocked with the latest high nutrition, low weight gear it is just what someone needs away from home. This kit includes an auto-inflating mattress, blanket, 7 days of supplemental pill rations for 1, personal hydration recycler, and 10 spaces of braided climbing rope. All of this inside a form fitting backpack.
Availability: Common | Item Type: Mundane | Category: Tools and Kits |
Level to Use: 1st | Weight: 15 Carried | Cost: 250
Mindbender's Power Pools
At Will Powers
Offensive Mystic
Power Cap
8
Points Left
0
Primary Discipline Powers
Offensive Mystic
Total Points
32
Power Cap
16
Points Left
3
Secondary Discipline Powers
Defensive Mystic
Total Points
27
Power Cap
13
Points Left
0
Tertiary Discipline Powers
Defensive Mystic
Total Points
25
Power Cap
12
Points Left
0

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Mindbender's At Will Powers
Phantom Fist
With a wave of your hand a magic fist appears in the air and races towards your enemy.
  • 1d6 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 8
Mindbender's Basic Attack & Combat Maneuvers
Basic Attack
This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
  • 1d4 Damage Target: Creature (1) Range: 2 Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
Exploit Weakness
You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
  • Defenses -1 Target: Creature (1) Range: 4 Duration: 1 Round
Aggression: Offensive | Discipline: Mystic | Use In: BT
Head Games
You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
  • Attack -1 Target: Creature (1) Range: 4 Duration: 1 Round
Aggression: Offensive | Discipline: Generalist | Use In: BT
Knock Around
You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
  • Move Enemy 2 Target: Creature (1) Range: 1 Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT
Reckless Offense
Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
  • Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -1 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Offensive | Discipline: All | Use In: BT
Careful Defense
Use this to increase your Defenses. During this action you may only use defensive disposable items.
  • Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +1 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Parley
Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
  • Combat Maneuver Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Mindbender's Primary Discipline Powers
Lance of Force
A lance of pure magic appears in your hand and you thrust it at your enemy! The lance skewers a 1x4 Space area.
  • 1d6 Damage Target: Spaces (4) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 15
Shower of Stones
You reach out and grab handfuls of nearby stones and rocks. With a word of magic they begin to fly from your hands pelting your enemy. They do Damage and Move the enemy where you want them.
  • 1d6 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
  • Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 14
Mindbender's Secondary Discipline Powers
Blinker
You wrap magic around and ally and they begin to blink. At first the blinking is slow but it quickly speeds up. During one of these flickers the ally teleports a short distance away. Once the appear the blinking quickly subsides.
  • Teleport Ally 6 Target: Creature (1) Range: 2 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 8
Group Shield
Your wrap yourself and nearby allies in a magic shield that protects from Damage. Each affected target's Hit Points increase slightly for a few rounds.
  • Hit Points +5 Target: Spaces (2) Range: 1 Space Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 12
Pinch Time
With a tap on the shoulder of your target you pinch time slightly increasing their Reaction roll. This Power can be used along with a Reaction roll.
  • Reaction +3 Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT TT RT Cost: 7
Mindbender's Tertiary Discipline Powers
Alter Gravity
You alter the laws of gravity around your target. They are able to walk on any solid surface as if it was the ground for one round. This includes walls, ceilings, trees, or any other solid object.
  • Movement, Ground Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 8
Force Barrier
You create an opaque shield of magic around your target. This magic field helps to absorb incoming damage for a short time.
  • Resistance +5 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 11
Glimpse
You bestow a glimpse of far sight onto the target. This allows them to make one Perception Skill Check to any place within 100 Spaces that they know. The difficulty of the check is set as if they were standing in that Space.
  • Far Perception 100 Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: TT RT Cost: 6
Mindbender's Level One Choices
Traits
Body
2
Mind
8
Spirit
2
Character Type
Archetype
Mystic
Style
Protector
Focus
Balanced
Skill 1
Perception
Skill 2
Scholar
Disciplines
Primary Discipline
Offensive Mystic
Secondary
Defensive Mystic
Tertiary
Defensive Mystic
Range Tactics
Both
Target Tactics
Both
Level One Notes
This character was created for the Instant Play Fyxt RPG Quest (future). This Psionic is built to be able to do a lot of different things depending on the situation. This character is meant to fill a more utilitarian role in the group.
Tags
Balanced, Futuristic, Mystic, Protector, Ranged Combat
Mindbender's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
1
Religion
0
Scholar
1
Social
0
Subterfuge
0
Mindbender's Specialty Choices
Level Gained
Specialty and Description
1
Minor Ranged Combat
'Increase Power Effects with a Range of 4 or higher by 2 Spaces.
Mindbender's Leveling Choices After 1st
Level Gained
Trait Raised
1st Skill
2nd Skill
Notes

Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Atomic RPG System character additions should be able to be made elsewhere.

Mindbender's Cheater Stuff
Name and Description
Modification
Amount

This is where players should store notes and infomation regarding the character and campaign they are playing.

  • Keep track of npcs and their motivations.
  • Track the power structure of a city.
  • Keep a character diary.
  • Write detailed notes of quests.

Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.

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