jedion357 January 6, 2010 - 10:26pm | how about an animal that reacts strongly to the presence of mentalist powers when they are being used and is usually trained to "sniff" out a mentalist like drug dogs alert to drugs? of course this suggests a setting where you'd have police and mentalist hunters. sort of serenity/fire fly ish in that you'd have one or more PCs playing the role of a River Tam with Star Law, Corporate Law, and the Physche Hunters looking for them. EDIT: Vader's meditation chamber from the empire strikes back comes to mind. Not sure what that thing was for but I could see mentalist using a meditation chamber- just have to invent a reason why and a benefit I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
w00t (not verified) January 7, 2010 - 8:12am | Depending on the setting mentalist might have to be registered if they have a certain power level. If a mentalist commits a serious crime using his powers there might be a special branch of Star Law (or Sector 6) that hunts them down. Here's an idea for a mentalist tracking animal;
* Perception; akkhounds have no eyes and rely on biometric signatures that resonate from all living matter (plant and animal life). The 40 perception score is related to detecting items such as robots and other non-living objects using low-frequency grunts and sonar to detect objects in their surroundings. Star Law employs these animals to track down criminals that misuse their gifts. Akkhounds are highly susceptible to mentalist powers (they go nuts when mentalist are close by). It's not yet known if akkhounds possess powers of their own. |
w00t (not verified) January 7, 2010 - 8:06am | How to read "Attack" in my stat blocks. Attack Type Initiative Type of damage Percent chance to hit Range Increment Rate of fire Example; Pummel +5 I:5d10 65% Orgecon's pummel has a +5 initiative, causes 5d10 of Interia damage and has a 65% chance to hit. Sonic Screech +8 S:3d10* 80% 5m ROF:1/2 Akkhounds screech has a +8 to initiative, causes 3d10 sonic damage and has an 80% chance to hit. The range increment is 5m, that is, if a character is 8m away from the akkhound the attack suffers a -10% to hit (for each range increment). Finally the akkhound can only use the screech every other turn. |
jedion357 January 8, 2010 - 9:03pm | Nice I even like that name: Akkhound We should better define "going nuts" when mentalist are nearby. Distressed making lots of noise or really flipping out. I'd lean toward aggitation and distress- its managable. Edit: One wonders what the sathar would do with an Akkhound? I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Gargoyle2k7 January 9, 2010 - 11:55am | At lot of the stuff from the Star Wars games and novels could be useful for this. Just change "Force" to "Mentalism" and have at it. Sorry I haven't been around in so long; my internet access is somewhat limited these days. Likewise, I'd suggest looking at some of the D&D psionic material, and adapt as necessary, as well as Alternity mindwalking material. Equipment that enhances or dampens psionic/mentalism abilities would be great additions to this game. Long live the Frontier! |
Ascent January 13, 2010 - 3:19pm | Depending on the setting mentalist might have to be registered if they have a certain power level. If a mentalist commits a serious crime using his powers there might be a special branch of Star Law (or Sector 6) that hunts them down. There is already a special branch of Star Law mentioned in the Zeb's timeline at 108 fy and under "Mentalist Profession", called Psi-corps. View my profile for a list of articles I have written, am writing, will write. "It's yo' mama!" —Wicket W. Warrick, Star Wars Ep. VI: Return of the Jedi "That guy's wise." —Logray, Star Wars Ep.VI: Return of the Jedi Do You Wanna Date My Avatar? - Felicia Day (The Guild) |
bossmoss October 27, 2012 - 1:21am | Psi-Corps is described briefly in Zebulon's Guide, page 40. They wear a distinctive uniform & medallion to signify their profession, which is required by law. And yes, JMS did play Star Frontiers before he created Babylon 5. |
Karxan January 17, 2013 - 3:19am | I was looking around and saw this thread. I never used mentalism in SF but was intrigued when I saw it in Dragon long ago. w00t's akkhound is very cool. and Gargoyle2k7, you are right about using SW stuff. I was thinking when I started readin this thread about the creatures from the T. Zahn trilogy that dampened the force around them. I could see the StarLaw Psi-Corps having special helmets for protection, if they were not mentalists themselves. Or maybe some type of crystal that is inbedded into their insignia medallion. I actually lke that idea the best.The crystal could dampen the effects of mentalist making their power only work 10% of the time or not at all. |
jedion357 January 17, 2013 - 5:23am | Kryptonite! I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
JCab747 June 10, 2016 - 6:59am | I found this old discussion too. I was more thinking of what kind of "beginning equipment" would a Mentalist get. The don't need robocomkits and I think an ordinary weapon with ammo clip doesn't work. Joe Cabadas |
jedion357 June 11, 2016 - 4:11am | Interesting idea. Beginning mentalist equipment. Ok, something that replaces the free tool kit given to other characters. The role of tool kits given to other characters is and aid and facilitator in performing basic skills. So the mentalist tool kit might be something like a wizards staff in HARP: +1 spell adder or + X power points. (HARP requires power points to cast spell so some magic items add power points or allow a free spell casting for no power expenditure). First question is what game mechanics are being used? Zebs original or Bill's digitally remastered. Most likely its going to be the digitally remastered version. Next look at the mechanics of the system and see if there are points where an item might be used to add a small benefit. My suggestions: 1. Item adds small % chance +5% to skill checks w/mentalism powers 2. Item allows 1 free use of a specific power or powers within a specific mentalism PSA per day 3. We had a mentalism themed FE issue and I think I designed some mentalism equipment, check that issue for something Put some limits on this item since its suppose to be a limited aid to the PC: it requires power and needs the 12 SEU micro disk from Zebs. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 June 11, 2016 - 4:18am | When I saw this thread was being necroed from the past the first thought that popped in my head was a special chip that would give cybots mentalism powers. Now that's some fun and games for evil referees to toss at the PCs. 1. Adventure 1 reveals existence of chip 2. Adventure 2 reveals the scope of the threat 3. Adventure 3 Mebtal-pocalypse! I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 June 11, 2016 - 4:37am | Issue 12 was the FE mentalism issue
http://frontierexplorer.org//book/frontier-explorer-issue-12 I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
jedion357 June 11, 2016 - 5:43am | Mentalism chip for cybots: Looking at the remastered rules I'd stay away from the metabolic PSA for mentalist. Also staring out I'd stay away from psychokinesis PSA as well (at least initially) and go straight for the Telepath PSa. This will help the players to realize fairly quickly that they are dealing with something, dangerous, new and unprecedented . Telepathic communication with a cybot aught to be alien and jarring. These chips aught to be expensive. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
JCab747 June 11, 2016 - 9:56am | Interesting idea. Beginning mentalist equipment. Ok, something that replaces the free tool kit given to other characters. The role of tool kits given to other characters is and aid and facilitator in performing basic skills. So the mentalist tool kit might be something like a wizards staff in HARP: +1 spell adder or + X power points. (HARP requires power points to cast spell so some magic items add power points or allow a free spell casting for no power expenditure). First question is what game mechanics are being used? Zebs original or Bill's digitally remastered. Most likely its going to be the digitally remastered version. Next look at the mechanics of the system and see if there are points where an item might be used to add a small benefit. My suggestions: 1. Item adds small % chance +5% to skill checks w/mentalism powers 2. Item allows 1 free use of a specific power or powers within a specific mentalism PSA per day 3. We had a mentalism themed FE issue and I think I designed some mentalism equipment, check that issue for something Put some limits on this item since its suppose to be a limited aid to the PC: it requires power and needs the 12 SEU micro disk from Zebs. That is an idea, but maybe for a more advanced Mentalist item. And I do know about the magazine issue you are referring too, but I think that equipment was a bit too pricey for a starting character. Maybe it might be as simple as an amulet type device, powered by a SEU micro disk (I keep forgetting if it's "microdisc or micro disc or micro disk...) that acts as a short-range when psionic energy is being used right near the wearer. That way the Mentalist will know its time to throw up some mental defenses or look around more closely. Joe Cabadas |
jedion357 June 11, 2016 - 5:07pm | Psychic power cells are close enough in cost to tool kits I'd consider that as a freebie but point taken on pricey equipment in issue 12. So new qualification: inexpensive How's this: Volturnian Psy-crystal: a beautifully crafted crystal pendant by beauty loving eorna craftsman the Volturnian Psy-crystal detects the use of psychic energy nearby (up to ?, 30m) this includes the wearer causing it to glow blue. Costs: 500 Cr. Wt: N/A Basically it's a toxyrad gauge for mentalism use/presence Second thought, corporations, star law, Fo1 Inquisitors thought police, and the Clear Thinkers as well as the Free Thinkers cadres will all desire to own this item and thus drive the price up. So... perhaps it's a secret known only to mentalist and their supporters. Price is relative in this case as the item is provided for free through a network from instructor to student. Or it was a gift from an Ul-mor Telepath . EDIT: older model Volturnian Psy-crystals, that pre date the day of death (Sathar attack) represent a higher level of craftsmanship that is lost. These Psy-crystals have greater capabilities and thus greater value. Only 5 are known to have survived the 900 years since the sathar attacked Volturnus but it's believed more existed and could be found. The 4 of the 5 are on Volturnus possessed by Ul-mor shamans or the eorna. 1 is believed to be held by Star Law in the Prengular system either on Gran Quivera or at a secret Star Law research site on Morgaine's World. Rumors always circulate that Streel, PGC and or Fo1 have come into possession of one but these organizations universally deny this (the eorna would demand their repatriation as part of their cultural heritage). The one held by Star law is a special case allowed by the eorna and it will be eventually returned. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
JCab747 June 21, 2016 - 10:27am | So new qualification: inexpensive How's this: Volturnian Psy-crystal: a beautifully crafted crystal pendant by beauty loving eorna craftsman the Volturnian Psy-crystal detects the use of psychic energy nearby (up to ?, 30m) this includes the wearer causing it to glow blue. Costs: 500 Cr. Wt: N/A Basically it's a toxyrad gauge for mentalism use/presence Second thought, corporations, star law, Fo1 Inquisitors thought police, and the Clear Thinkers as well as the Free Thinkers cadres will all desire to own this item and thus drive the price up. So... perhaps it's a secret known only to mentalist and their supporters. Price is relative in this case as the item is provided for free through a network from instructor to student. Or it was a gift from an Ul-mor Telepath . EDIT: older model Volturnian Psy-crystals, that pre date the day of death (Sathar attack) represent a higher level of craftsmanship that is lost. These Psy-crystals have greater capabilities and thus greater value. Only 5 are known to have survived the 900 years since the sathar attacked Volturnus but it's believed more existed and could be found. The 4 of the 5 are on Volturnus possessed by Ul-mor shamans or the eorna. 1 is believed to be held by Star Law in the Prengular system either on Gran Quivera or at a secret Star Law research site on Morgaine's World. Rumors always circulate that Streel, PGC and or Fo1 have come into possession of one but these organizations universally deny this (the eorna would demand their repatriation as part of their cultural heritage). The one held by Star law is a special case allowed by the eorna and it will be eventually returned. This works! Joe Cabadas |
JCab747 June 21, 2016 - 10:27am | So new qualification: inexpensive How's this: Volturnian Psy-crystal: a beautifully crafted crystal pendant by beauty loving eorna craftsman the Volturnian Psy-crystal detects the use of psychic energy nearby (up to ?, 30m) this includes the wearer causing it to glow blue. Costs: 500 Cr. Wt: N/A Basically it's a toxyrad gauge for mentalism use/presence Second thought, corporations, star law, Fo1 Inquisitors thought police, and the Clear Thinkers as well as the Free Thinkers cadres will all desire to own this item and thus drive the price up. So... perhaps it's a secret known only to mentalist and their supporters. Price is relative in this case as the item is provided for free through a network from instructor to student. Or it was a gift from an Ul-mor Telepath . EDIT: older model Volturnian Psy-crystals, that pre date the day of death (Sathar attack) represent a higher level of craftsmanship that is lost. These Psy-crystals have greater capabilities and thus greater value. Only 5 are known to have survived the 900 years since the sathar attacked Volturnus but it's believed more existed and could be found. The 4 of the 5 are on Volturnus possessed by Ul-mor shamans or the eorna. 1 is believed to be held by Star Law in the Prengular system either on Gran Quivera or at a secret Star Law research site on Morgaine's World. Rumors always circulate that Streel, PGC and or Fo1 have come into possession of one but these organizations universally deny this (the eorna would demand their repatriation as part of their cultural heritage). The one held by Star law is a special case allowed by the eorna and it will be eventually returned. This works! Joe Cabadas |