// Psychics · master psychic
Mindbreaker
Overview
The Mindbreaker is Rifts' premier psychic — the most powerful expression of pure psionic ability in the setting. Where a Psi-Knight has a small focused psi toolkit and a Manic has implants powering a narrower range, the Mindbreaker has everything: telekinesis, telepathy, mind control, pyrokinesis, psi-blade, healing, sense evil, see invisible, astral projection, and Mind Bolt — the iconic mind-targeted ranged attack that cuts straight through MDC armor to strike the pilot's mind. Mindbreakers are intelligence officers, interrogators, judges, and — in darker campaigns — terrifying assassins. They are universally feared by anyone who has secrets to keep.
Mindbreakers are physically unremarkable. They don't need armor or augmentation because their power is mental, and mental power doesn't care about your suit. A Mindbreaker walks into a Federation checkpoint and walks out knowing every soldier's name, their assignments, and exactly which one is hiding a personal grudge. This is the class for whom information is the primary weapon.
Mechanically, the Mindbreaker is a Psychic chassis with full Occult spell slot casting grafted on, running three caster resources in parallel: spell slots, an expanded focus pool, and Amped Cantrips. Every class feature carries the psionic trait, and most signature attacks target Will or Fortitude saves. Per the Megadamage & Hardness rules, that doesn't bypass Hardness on its own — but the Mindbreaker beats armor anyway: its mind-control conditions deal no damage (so Hardness has nothing to reduce), and its signature Mind Bolt carries the Psi-Edge property (the same as a psi-sword) and ignores non-psionic armor and Resistance entirely. This is the class you bring when armor is the problem.
At a glance
| Key ability | WIS — psionic discipline |
| Class DC | WIS |
| Hit Points | 8 + CON per level |
| Key skills | Occultism, Society, Religion + 2 chosen |
| Perception | Trained at L1 → Expert at L7 → Master at L15 |
| Saves | Fort Trained / Ref Trained / Will Expert at L1. Will Master at L11. Fort Expert at L11. Ref Expert at L13. Will Legendary at L17. |
| Weapons | Trained in simple weapons. Expert at L11. |
| Armor | Trained in unarmored. Expert at L13 (Defensive Robes). |
| Spellcasting | Occult tradition, spontaneous, WIS-based, full slot progression (1st-rank at L1, 10th-rank by L19). Trained → Expert at L7 → Master at L13 → Legendary at L19. |
| Focus pool | WIS-keyed. 2 points at L1 → 3 at L5 → 4 at L9 → 5 at L13. Refocus restores 2 focus points per cycle (a Mindbreaker exclusive — vs. the standard 1). |
| Specialty | Pick one at L1: Combat Mind / Mentalist Mind / Sense Mind. |
| Signature subsystem | Magic & Psionics |
Class features by level
- Occult Spellcasting (spontaneous, full caster). You are a spontaneous Occult caster with full slot progression, WIS-based. You have a spell repertoire of known spells and can cast any spell you know that fits an available slot. All your slot spells carry the
psionictrait — every spell is a psionic effect. - Spell Repertoire + Signature Psionic Spells. Your starting repertoire includes standard Occult cantrips + 1st-rank selections, plus the following signature psionic spells added free at L1:
- Mind Bolt (3rd-rank,
psionic, ranged Will save). The iconic attack. Target one creature within 120 ft. Basic Will save vs. your spell DC. On a failure, 6d6 mental damage; on a critical failure, 12d6 mental damage and Stunned 1. Scales with heightening. Mind Bolt has thePsi-Edgeproperty (the same as the psi-sword) — it strikes the mind through the armor, so it ignores Hardness and Resistance from non-psionic sources entirely. Only psionic defenses turn it. - Sense Evil (cantrip,
psionic). Detect malevolent intent and supernatural evil within 60 ft; identifies general direction and intensity. - Mind Block (1st-rank,
psionic). 1-minute duration. +2 status bonus to Will saves against mind-affecting andpsioniceffects. - See Invisible (2nd-rank,
psionic). 10-minute duration. See invisible creatures and magical/psionic auras within 60 ft. - Hypnotic Touch (1st-rank,
psionic). Touch one creature. Will save vs. your spell DC. On a failure, charmed for 1 minute (similar to Charm, but bypasses some defenses via touch-delivery). - Telepathic Bond (4th-rank,
psionic). Establish telepathic communication with up to 4 willing allies within 100 ft for 1 hour.
- Mind Bolt (3rd-rank,
- Focus Pool. You begin with 2 focus points at L1. The pool maximum increases to 3 at L5, 4 at L9, and 5 at L13. Refocus restores 2 focus points per 10-minute cycle (Mindbreaker exclusive — standard is 1).
- Amped Cantrips. Pick 3 cantrips from your repertoire to mark as Amped. When you cast an Amped cantrip, you can spend 1 focus point to use the amped version, which adds a
psionicrider or scaling. Example amps:- Amped Telekinetic Projectile — also pushes the target 5 ft on a hit.
- Amped Daze — duration doubles, plus the target becomes Off-Guard for 1 round.
- Amped Sense Evil — reveals the target's specific source of malevolence.
- Amped Light — light extends to 30 ft and dazzles enemies who enter the radius.
- Unleash Psyche. Spend 1 focus point,
psionic. For the next 2 rounds, all yourpsionic-tagged abilities deal +1d6 damage (+2d6 at L11, +3d6 at L17), your spell DCs gain a +1 status bonus, and your Amped cantrips trigger their amped effects without spending focus points. After the 2 rounds end, you become Stupefied 1 for 1 minute (the post-Unleash crash). The Stupefied condition is itselfpsionic-tagged. - Mindbreaker Specialty (pick one at L1). Three specialties shape your psi emphasis:
- Combat Mind. Offensive specialty. Mind Bolt gains +1 damage die. Specialty focus spells emphasize ranged psi attacks.
- Mentalist Mind. Influence/control specialty. Hypnotic Touch gains extended duration and reach. Specialty focus spells emphasize charm, telepathic compulsion, and mental influence.
- Sense Mind. Detection/healing/support specialty. Sense Evil gains extended range and detail. Specialty focus spells emphasize healing, defensive wards, and sensing.
- Psi Sense (passive). +1 status bonus to Perception checks involving
psioniceffects. You automatically know whether a creature within 30 ft is psionic, magical, or non-magical (without spending an action). Range extends to 60 ft at L7 and 120 ft at L13.
- Class feat. Skill feat.
- Skill increase. General feat.
- 2nd-rank spell slots.
- Additional Amped Cantrip (4 total).
- Class feat. Skill feat.
- Ability boost. Skill increase.
- 3rd-rank spell slots.
- Focus Pool Maximum: 3.
- Class feat. Skill feat.
- Skill increase. General feat.
- Expert Perception.
- Expert Spellcasting. Spell attack rolls and spell DCs improve from Trained to Expert.
- 4th-rank spell slots.
- Additional Amped Cantrip (5 total).
- Psi Sense range extends to 60 ft.
- Greater Specialty. Your Mindbreaker Specialty gains a passive scaling benefit:
- Combat Mind: Mind Bolt damage increases by 1d6 (so 7d6 at L7+). You can also force a critical-failure target to lose 1 action on their next turn.
- Mentalist Mind: Hypnotic Touch range extends to 30 ft (ranged psionic touch). Charm duration extends to 10 minutes (from 1 minute).
- Sense Mind: Sense Evil range extends to 1 mile. You also gain Sense Magic as an at-will cantrip (separate from your repertoire).
- Class feat. Skill feat.
- Skill increase.
- 5th-rank spell slots.
- Focus Pool Maximum: 4.
- Unleash Psyche damage scaling: +2d6.
- Ability boost. Class feat. Skill feat.
- Skill increase. General feat.
- 6th-rank spell slots.
- Will Master.
- Fort Expert. Your Fortitude proficiency improves from Trained to Expert.
- Weapon Expertise. Expert in simple weapons.
- Additional Amped Cantrip (6 total).
- Class feat. Skill feat.
- Skill increase.
- 7th-rank spell slots.
- Ref Expert. Your Reflex proficiency improves from Trained to Expert.
- Master Spellcasting. Spell attack rolls and spell DCs improve from Expert to Master.
- Defensive Robes. Your Unarmored Defense proficiency improves from Trained to Expert.
- Focus Pool Maximum: 5.
- Psi Sense range extends to 120 ft.
- Class feat. Skill feat.
- Ability boost. Skill increase. General feat.
- 8th-rank spell slots.
- Master Perception.
- Additional Amped Cantrip (7 total).
- Master Specialty. Your Mindbreaker Specialty gains a major scaling benefit:
- Combat Mind: Mind Bolt damage increases by another 1d6 (so 9d6 at L15+). Critical hits force the target to be Stunned 1 (in addition to the standard Stunned 1 on a critical failure).
- Mentalist Mind: Hypnotic Touch and similar charm effects now last 24 hours on a critical failure. Targets you've charmed cannot be targeted by Banish-equivalent effects while the charm is active.
- Sense Mind: You can attempt a Psi-Channel ritual (10-minute activity; spend 2 focus points) to detect a specific creature's location anywhere on the same continent, provided you have a personal effect or DNA sample. Gated by the focus cost rather than a daily limit.
- Class feat. Skill feat.
- Skill increase.
- 9th-rank spell slots.
- Will Legendary. Your Will proficiency improves from Master to Legendary.
- Unleash Psyche damage scaling: +3d6.
- Class feat. Skill feat.
- Skill increase. General feat.
- 10th-rank spell slots.
- Legendary Spellcasting. Spell attack rolls and spell DCs improve from Master to Legendary.
- Additional Amped Cantrip (8 total).
- Ability boost. Class feat. Skill feat.
- Avatar of Mind. Declare Avatar of Mind. For 1 minute (10 rounds):
- Your Unleash Psyche is constantly active (no encounter limit), with the L17 damage scaling (+3d6 on
psionicabilities). - Your focus pool regenerates 1 focus point per round.
- Your spell DCs gain a +3 status bonus instead of the standard Unleash Psyche +1.
- You can spend a focus point as a free action to Cast a Spell of 5th rank or lower from your repertoire without spending a slot.
- You become aware of every creature within 1 mile, sensing them all simultaneously — a flood of mental contact that would overwhelm most minds, but you, the Avatar, handle it.
- Your Unleash Psyche is constantly active (no encounter limit), with the L17 damage scaling (+3d6 on
Mindbreaker Specialties
Choose one Specialty at L1; it shapes your psi emphasis and scales at L7 and L15. All three are of comparable mechanical weight — pick by play style.
Combat Mind (offensive emphasis)
- L1 Specialty: Free Mind Bolt signature spell (already in your starting repertoire) with +1 damage die.
- L7 Greater: Mind Bolt damage +1d6; can force critical-failure targets to lose 1 action.
- L15 Master: Mind Bolt +1d6 more; critical hits also Stun 1.
- Lore: A Mindbreaker specialized in psi-combat — often a frontline psychic who cuts through armor with the Psi-Edge Mind Bolt and blasts through opposition with telekinetic projectiles.
Mentalist Mind (control emphasis)
- L1 Specialty: Free Hypnotic Touch signature spell with extended duration (1 minute → 10 minutes).
- L7 Greater: Hypnotic Touch range extends to 30 ft; ranged charm.
- L15 Master: Charm critical-failure duration extends to 24 hours; immunity to dispel effects.
- Lore: A Mindbreaker who specializes in mental influence — interrogator, hypnotist, judge, infiltrator.
Sense Mind (detection/support emphasis)
- L1 Specialty: Free Sense Evil with extended range and detail.
- L7 Greater: Range extends to 1 mile; Sense Magic at-will.
- L15 Master: Psi-Channel ritual — locate a specific person on the same continent.
- Lore: A Mindbreaker who specializes in defense and information — sees psi-threats before they manifest, heals, and protects.
Class feats
Class feats available at each feat level — you gain one at every even level, and can always pick a feat of your level or lower.
Level 1
- Extra Amped Cantrip. Add 1 additional Amped Cantrip to your repertoire (independent of class progression slots).
- Mind Sense. Spend 1 focus point to attempt a Perception check to detect every creature within 60 ft, including invisible and stealth-using ones. Detection includes basic emotional state (hostile / neutral / friendly).
- Focused Defense. Gain a +1 status bonus to Will saves against
psioniceffects. Stacks with the Mind Block spell. - Telepath. You can communicate telepathically with any creature within 30 ft that shares a language with you, as a free action, whether or not it's willing to reply.
psionic.
Level 2
- Psi-Blade. Spend 1 focus point. Manifest a blade of psychic force for 1 minute (or until dismissed): a melee unarmed Strike dealing 1d6 force damage with the agile and finesse traits and the Psi-Edge property (it ignores Hardness and Resistance from non-psionic sources). The die increases at L9 (2d6) and L15 (3d6).
psionic. - Mind Static. Trigger: a creature within 30 ft Casts a Spell or uses a
psionicability. It takes a −2 circumstance penalty to that casting or activation. Once per round. - Telekinetic Hand. You can manipulate objects within 30 ft at will (as the Telekinetic Hand cantrip). Once per round, you may attempt to Disarm or Shove a creature within 30 ft using your class DC.
psionic.
Level 4
- Empowered Mind Bolt. Trigger: you Cast Mind Bolt. Spend 1 focus point: your Mind Bolt spell's critical-failure damage doubles.
- Hypnotic Mastery (Mentalist Mind only). Hypnotic Touch gains an additional effect: charmed creatures cannot communicate that they're charmed to non-charmed observers. Subtler manipulation.
- Extended Sense (Sense Mind only). Sense Evil and Sense Magic range extends by 1 mile. You can also identify the specific magical or psionic source by spending 1 minute concentrating.
Level 6
- Overwhelming Will. When a creature critically fails a saving throw against one of your control spells or
psioniceffects, it is also stunned 1. - Sustained Amp. When you use Unleash Psyche, its duration is 3 rounds instead of 2.
- Reactive Stun. Trigger: a creature within 60 ft damages an ally. It must succeed at a Will save vs. your class DC or be off-guard until the start of your next turn. Once per round.
psionic.
Level 8
- Mass Hypnotic. Trigger: you Cast Hypnotic Touch. Spend 1 focus point: target up to 5 creatures within 30 ft with a single Hypnotic Touch casting. Each makes a separate Will save.
- Greater Focused Defense. Your Will save bonus against
psioniceffects increases to +2. Stacks with all other bonuses. - Avatar Apprentice. Spend 2 focus points to cast a 1-minute version of Avatar of Mind with smaller benefits (Unleash Psyche for 1 minute, +1 status to DCs, no focus regen, no 1-mile sense).
Level 10
- Greater Mind Bolt. Your Mind Bolt deals 1 additional die of damage, and its range increases to 240 ft.
- Dominate. Spend 2 focus points. Target one creature within 30 ft; it attempts a Will save vs. your class DC. On a failure, you dictate its single action on its next turn; on a critical failure, you control it for 1 round.
psionic, mental, incapacitation. - Psychic Resilience. You gain resistance to mental damage equal to half your level, and a +2 status bonus to saves against being controlled or confused.
Level 12
- Mind Reaper. When you successfully Mind Bolt a target, the target attempts an additional Will save against your spell DC. On a failure, the target loses access to one of their daily resources (1 spell slot, 1 focus point, 1 reagent, etc.) — the target chooses which to burn.
- Psi-Channel Mastery. The Psi-Channel ritual (the Sense Mind L15 feature) becomes available to all Specialties via this feat. Locate a specific creature on the same continent given a personal effect.
- Unleashed Mind. When you use Unleash Psyche, you can spend 1 additional focus point to avoid the Stupefied 1 aftermath when the effect ends.
Level 14
- Mind Crush. Spend 2 focus points. Target one creature within 60 ft. It attempts a basic Will save vs. your class DC against mental damage equal to your Mind Bolt's damage + 2 dice; this damage has the Psi-Edge property.
psionic, mental. - Puppeteer. While you have a creature dominated or charmed by your
psioniceffects, you can perceive through its senses and direct its movement, and the effect's duration is doubled.psionic. - Telepathic Network. Your Telepathic Bond (or Telepath) can link your whole party at any distance on the same plane, and linked allies gain a +1 status bonus to checks made to Aid one another.
psionic.
Level 16
- Astral Projection Mastery. Your Astral Projection signature spell (if learned at higher levels) becomes a 1-action activity instead of 1 hour. Duration scales with caster level.
- Mass Mind Bolt. Trigger: you Cast Mind Bolt. Spend 1 focus point: target up to 3 creatures within 60 ft with a single Mind Bolt casting. Each makes a separate basic Will save.
- Mind Fortress. You and allies within 30 ft are immune to the frightened condition and gain a +2 status bonus to Will saves against mental and
psioniceffects.psionic.
Level 18
- Greater Focus. Your focus pool maximum increases by 1.
- Devastate Mind. When a creature critically fails a Will save against one of your
psioniceffects, it is also drained 1 and can't use reactions until the start of your next turn. - Mass Domination. Your Dominate and charm effects can target a second creature within range (each saves separately).
Level 20
- Perfect Avatar. Your Avatar of Mind capstone lasts 2 minutes instead of 1, and its aftermath is reduced to Stupefied 1 for 10 minutes (instead of Stupefied 3 for 1 hour).
- Apex Psychic. Your Unleash Psyche is permanently active at its highest scaling (+3d6 to your
psionicabilities and +1 status to spell DCs) with no Stupefied aftermath. When you declare Avatar of Mind, its larger benefits supersede this. - God-Mind. Your
psioniccontrol effects ignore immunity to mind-affecting effects from non-psionic sources, and your Mind Bolt and Psi-Edge attacks overcome psionic defenses as well, applying Penetrating equal to your level against psionic Hardness or Resistance.
When the resources run dry
The Mindbreaker has multiple resource axes; how the class plays when stretched depends on which is depleted.
With spell slots drained
- Cantrips remain. Amped cantrips remain (the focus pool fuels them).
- Mind Bolt is unavailable (3rd-rank spell, requires a slot).
- Survival mode: rely on focus + Amped cantrips + Unleash Psyche bursts.
With focus pool drained
- Amped cantrips revert to their non-amped versions.
- Unleash Psyche is unavailable.
- Spell slots still work.
- Refocus on a 10-minute rest restores 2 focus points (your faster refill).
Anti-psi zones
- Most class features are
psionic-tagged, so anti-psi zones suppress them. - You retain HP, light armor, simple weapon proficiency, mundane skills, and Recall Knowledge.
- Roughly 30–40% effectiveness in anti-psi zones — a significant failure mode.
Anti-magic zones
- Slot spells are suppressed (they're magical).
- Focus pool effects are suppressed (also magical via the
psionictrait). - Amped cantrips are suppressed.
- You're fully reduced to a mundane character.
Where the class shines
- Investigation, interrogation, social scenes with hidden truths: the Mindbreaker dominates. Sense Evil, mind reading, Hypnotic Touch, and Psi Sense make you the party's truth-detector and information specialist.
- Combat against armored enemies: the Mindbreaker excels. Its mind-control conditions deal no damage, so Hardness can't stop them, and the Psi-Edge Mind Bolt ignores the armor that would soak ordinary spell damage. This is THE class for fighting Chromeboys, Cyborgs, and other high-Hardness enemies.
- Combat against unarmored or low-Will enemies: the Mindbreaker dominates — low-Will-save enemies are particularly vulnerable.
- Stealth and infiltration: with telepathy, mind reading, and charm, you have a strong infiltration toolkit. The Mentalist Mind specialty excels here.