Gargoyle2k7's picture
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!

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
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
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
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!