Mutant Psionist

MUTANT POWER

Mutant Psionist

Uses psionics, telekinesis, mental static, perception, and psychic force.

PowerAdvanced ComplexityLevel 1 Ready
Mutant
Starting Health1310 + Physical 2 + class bonus 1
Starting Power Points2010 + Mental 3 + class bonus 7
Skill Allocation9 / 7 / 13General / Tools / Proficiencies
Race FeaturesTeleportationNight Vision

STARTING POWER ACCESS

What this class can do

At Level 1, assign 3 Active Power dots among approved class powers. No starting Active Power normally begins above 2 dots without Game Master approval.

PsionicsView summary

Uses thought, psychic force, telekinesis, perception, and mental pressure as power.

This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.

ShieldView summary

Creates protection that absorbs, reduces, redirects, or prevents incoming harm.

This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.

OddsView summary

Manipulates probability, chance, risk, and unlikely outcomes.

This website card is a quick player summary. The Core Rulebook remains the complete mechanical reference.

STARTING EQUIPMENT

Your Level 1 loadout

  • Hand Claws 1
  • Katana 2
  • Armor 1
  • Psionic focus

CHARACTER CHOICES

What you still decide

  • Choose and distribute starting Skills.
  • Assign 3 Active Power dots.
  • Choose one Passive Power.
  • Choose one Team Power.
  • Choose or skip one Trade-Off.
  • Spend 10 Freebie Points.
  • Write a name, goal, relationship, and one-sentence history.

FASTEST ROUTE

Fast-Play Character

Use a recommended build with most choices prepared, leaving only a few decisions before play.

Fast-Play Sheet — Phase 2

FULL CONTROL

Custom Character

Keep the fixed race and class package while choosing every discretionary point yourself.

Custom Build Guide