Mentalism

Gargoyle2k7's picture
Gargoyle2k7
July 2, 2009 - 9:55am
I know that the Zeb's guide is somewhat controversial, and mentalism was introduced in it, but psionics seems to be a major part of sci-fi, especially from the pulp era where SF draws a lot of its inspiration.  Just read some Leigh Brackett to see what I mean.  So, I feel that mentalism should be a part of SF and have created this project to discuss and develop it.  Please don't get on here and deride mentalism; if you have something to add, then by all means do so.  If you don't like mentalism, please leave your comments for some other area.
Long live the Frontier!
Comments:

Anonymous's picture
w00t (not verified)
July 2, 2009 - 10:08am
In addition to Zeb's information there is a Mentalist PSA on pg 145 of the Alpha Dawn Remastered book.

I would suggest you stay away from having ability scores determine if you can use powers. Also, to keep the game fast don't use limits on keeping a power invoked. Just my opinion.

I'm just about done with the Mentalist skill for FrontierSpace(TM), you might be able to get some ideas. :-)

Gargoyle2k7's picture
Gargoyle2k7
July 2, 2009 - 10:22am
Cool; I hadn't realized that (about the ADR mentalist PSA).  I'll have to check that out.
Long live the Frontier!

Ascent's picture
Ascent
July 2, 2009 - 11:05am
Do you know about the Frontiers of the Mind article from Ares? Those are treated exactly like skills. I don't like the additional ability score (PSI), but it may be right for you. It uses a measure called Psionic Energy Points (PEP). I have been developing an amalgam of that system with the Zebulon's Guide Mentalist to work out a balanced version that feels like Star Frontiers.
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Gargoyle2k7's picture
Gargoyle2k7
July 22, 2009 - 8:52pm
For my own games, I'm comfortable with the Green Ronin Psychic's HB rules (as I run d20 Future).  Thanks for all the suggestions, though.  I am mostly curious to see what other folks are doing with psionics/mentalism in their SF games.
Long live the Frontier!