GENERIC ROLE-PLAYING GAME CHARACTERS

MENTALIST

Val	Char	Cost	Roll	Notes
10	STR	0	11-	Lift 100kg; 2d6 HTH Damage[1]
11	DEX	3	11-	OCV:  4/DCV:  4
15	CON	10	12-
10	BODY	0	11-
18	INT	8	13-	PER Roll:  13-
21	EGO	22	13-	ECV:  7
14	PRE	4	12-	PRE Attack:  2½d6
10	COM	0	11-
3	PD	1		Total:  18 PD (15 rPD)
3	ED	0		Total:  18 ED (15 rED)
5	SPD	29		Phases:  3, 5, 8, 10, 12
5	REC
50	END	10
25	STUN	2		Total Characteristic Cost:  89

Movement:	Running:	2”/4”/8”
		Flight:		8”/15”/30”
		Leaping:	1”/2”/4”

Cost    Powers & Skills
15	Mental Bond:  Mind Link, 4 Specific Minds (“The Heroes”)

25	Mental Effects:  Elemental Control, 25 points
25	1)  Mental Detection:  Mind Scan 8d6, Reduced Endurance (½ END, +¼), END 2
17	2)  Mental Complexion:  Invisibility to Sight, Hearing, Smell, and Radio Groups, No Fringe, Reduced 
	Endurance (½ END, +¼); Mental Defense gives an EGO Roll to Negate Invisibility (-¼), Only versus 
	Sentient Minds (-¼), END 2
27	3)  Mental Protection:  Force Field (15 PD/15 ED), Reduced Endurance (½ END, +¼), Invisible Power 
	Effects (+½), END 2
21	4)  Mental Projection:  15” Flight, Reduced Endurance (½ END, +¼) plus 6” Knockback Resistance; 
	Costs END (-½), Linked (-½), END 3
	
41	Mental Attacks:  Multipower, 62-point reserve; Concentrate (½ DCV, -¼), Takes Normal Range Modifiers (-¼)
4u	1)  Mental Domination:  Mind Control 10d6, Telepathic (+¼), END 6
4u	2)  Mental Invasion:  Telepathy 10d6, Reduced Endurance (½ END, +¼), END 3
3u	3)  Mental Healing:  Simplified Healing 4d6, Ranged (+½); Side Effect (Mentalist Takes Damage Equal 
	to the Healing, -1), END 6
4u	4)  Mental Attack:  Ego Attack 5d6, Reduced Endurance (½ END, +¼), END 3
4u	5)  Mental Attacks:  Ego Attack 3d6, Area Of Effect (6” Radius, Non-Selective, Double Radius, +1), END 5
4u	6)  Mental Alteration:  Mental Illusions 10d6, Reduced Endurance (½ END, +¼), END 3
4u	7)  Mental Rupture:  RKA 1d6, Based on ECV (+1), Does BODY (+1), Increased STUN Multiplier (1d6+3, +1), END 5
4u	8)  Mental Fingers:  Telekinesis (10 STR), Fine Work, Based on ECV vs. PD, +1), Reduced Endurance (½ END, +¼), END 3
4u	9)  Mental Arms:  Telekinesis (10 STR), Based on ECV (vs. PD, +1), Area Of Effect (12” Radius, +1½), 
	Selective (+¼), Reduced Endurance (½ END, +¼), END 3
4u	10)  Mental Shoulder:  Telekinesis (20 STR), Based on ECV (vs. PD, +1), END 5
4u	11)  Mental Reprogramming:  Major Transform 2d6, Based on ECV (+1), END 5
4u	12)  Mental Midget:  Drain INT and EGO 2d6, Two Effects (+½), Based on ECV (+1), Ranged (+½), 
	Reduced Endurance (½ END, +¼), END 3

-4	Quick Mind, Slow Feet:  Running -2”, END 1

	Talents
16	Danger Sense 13- (sense, out of combat, self); Only versus Sentient Minds (-¼), Mental Defense 
	reduces Danger Sense Roll (-¼)
15	Lightning Reflexes:  +10 DEX with Mental Attacks

	Skills
6	+2 with Mental Attacks Multipower

2	KS: The Mental World 11-
3	Power (Mental Attacks) 13-
2	SS: Psychology 11-
3	Teamwork 12-

Total Powers & Skill Cost:  261
Total Cost:  350

250+   Disadvantages
10	Psychological Limitation:  Arrogant (Common, Moderate)
10	Psychological Limitation:  Curious/Nosy (Common, Moderate)
10	Psychological Limitation:  Plays “Cat and Mouse” (Common, Moderate)
5	Rivalry:  Professional (with other Mentalists)
15	Susceptibility:  to characters within Mind Link being Stunned, 1d6 (Very Common)
10	Susceptibility:  to failed Mind Controls, Telepathy, or Illusions, 1d6 (Common)
20	Susceptibility:  to attacks that target the head, 3d6 (group of Uncommon)
10	Susceptibility:  to loud noises and Hearing Flashes, 1d6 (group of Uncommon)
10	Vulnerability:  to sonic attacks, 2x STUN (Uncommon)

Total Disadvantage Points:  350

Mentalist has harnessed the power of the mind. Through a mere thought, he can manipulate matter, energy, and even the minds of others.

Powers/Tactics: Mentalist can read mind, control minds, attack minds, attack objects, move objects, and even heal injuries (although in doing so, he “takes on” the wounds of the injured person).

In combat, Mentalist acts as the “silent radio,” setting up undetectable communication among his teammates. Unfortunately, this link has an element of feedback to it, such that any time that one of his teammates on the link gets stunned by an attack, Mentalist takes 1d6 damage.

For defense, Mentalist can cloud men’s minds so that he cannot be detected by any senses, but if the target has any Mental Defense, that target can make an Ego Roll to see through the invisibility. Once “seen” by a target, Mentalist remains seen until line of sight is broken somehow.

Apart from the invisibility, Mentalist can project a field of mental force around himself to reduce incoming damage. This is quite handy, since to use any of his mental attacks, he has to be at relatively close range, and he has to concentrate, leaving himself an otherwise sitting duck.

He’s been in enough combat situations that he recognizes the signs of impending trouble, and gets a warning from his heebie jeebies. Also, even against lethal attacks, he can usually get out of the way of much of the damage before it fully connects.

Personality: Mentalist, although he plays the part of the hero, considers himself somewhat “above” most of humanity. Even though he tries to avoid being too condescending, his arrogance still shows through at times. Since he does, however, view most of humanity as mental children, he gets his fun by playing games with his opponents, trying to make them sweat before he moves in for the kill (figuratively speaking, of course).


Blaster | Brick | Cleric (Human) | Dragon | Elder Worm | Fighter (Dwarf) | Giant Ape | Martial Artist | Mentalist | Mummy | Robot | Thief (Halfling) | Vampire | Werewolf | Wizard (Elf) | Wraith

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