JCab747 April 30, 2016 - 7:12am | This section, dealing with the Mentalists, is set aside because it is of optional use. The referee does not have to include these options in his game, and if he does omit them, it will not unbalance the rest of the system. The reason this profession (though more of a following than a profession) is optional is because it deals with the concept of mental powers, often referred to in other role-playing games as psionics. Some referees and playing do not care for the concept and use of mental powers in their game, others like it. Therefore, it is set aside to be added at the referee's discretion. I have since updated the Mentalist and Enlightened Characters section which is now under downloads: http://starfrontiers.us/node/9359 I know Mentalists are not everyone's favorite class of characters, but I would welcome some critiques on it. Joe Cabadas |
JCab747 August 5, 2016 - 8:03pm |
I am deleting most of the old text that is under the forum area here, simply because it may be better served in the download section. But I can offer a few insights into what I've done. I was inspired a bit by the Alpha Dawn Remastered rules with the Mentalist PSA plus what had been done with Star Frontiers 2000. So below is a bit of the explanation for the Mentalist Discipline. I figured, yes, these characters can learn other powers, but they would be more apt at learning some at the professional cost and others would be at the non-professional cost. The Metabolic Controller or Augmenter basically comes from the Alpha Dawn remastered rules. The Mentalist Discipline Mentalist is the common name given to those characters who discovered they have strong mental powers and potential. It is not so much a religion as it is a dedication to learning to use these talents. Their purpose in life is to fulfill some type of useful function that they are suited for, considering their disciplines. Typical positions held by Mentalists include Star Law Psi-Corp officers (a branch of Star Law specifically created for Mentalists), corporate spies or advanced men on planets, private consultants, mediators and embassy security employees. In the Frontier, Mentalists almost always wear some type of distinctive uniform (usually light blue) or medallion to signify their profession. This is not only a source or great pride for them, but required by law on many planets. Mentalists are more apt at using some disciplines than others, which is akin to the professions studied by normal characters. Over time, various names – or nicknames – have been used to describe those who study specific disciplines. These names include Empath, Metabolic Controller, Psychoenergist, Psychomaterialist and Telepath. The disciplines listed with each of these “callings” are the Mentalist powers that a character can purchase with experience points at a professional cost. They can learn other powers, but must use the non-professional skill cost rate. An Empath (“Sensitive”) devotes his time to studying disciplines that include Amnesia/Remember, Analysis, Clairaudience, Clairvoyance, Confusion, Empathy, File, Infatuation, Mental Invisibility, Paralyze, Shield, Shield Self and Others plus Suggestion. A Metabolic Controller (“Augmenter”) focuses on disciplines that enhance their physical abilities such as: Density, Enhanced Agility, Enhanced Physique, Enhanced Senses, Fortify, Heal Self, Heal Self Fully, Hyper Movement and Pheromone Emission. Psychoenergists (the slang term is “Generator”) would concentrate on having the following disciplines: Channeling: Energy Barrier, Channeling: Inertia Barrier, Cryokinesis, Electrascreen, Infrascreen, Levitation, Pyrokinesis, Static, Telekinesis, Telekinetic Flight, Telemanipulation and Truesight. A Psychomaterialist (“Manipulator”) would have studied disciplines such as Density, Disruption, Heal Others, Heal Self, Heal Self Fully, Telekinesis, Telekinetic Flight, Telemanipulation, Teleportation: Limited, Teleportation: Unlimited and Trance. A Telepath (“Dominator”) would study Amnesia/Remember, Beam, Confusion, Detection: Immediate Area, Detection: Long Range, Fear, Illusion, Infatuation, Link, Link: Focal Point, Mental Tag, Possession, Read Thoughts, Send Thoughts, Shield, Shield Self and Others, Stunning Force, Suggestion, Summoning, Telepathy and Trap. Joe Cabadas |
JCab747 August 5, 2016 - 9:02pm | Mentalist Disciplines Just below is the "old" style of presenting Mentalist disciplines, similar to how they appeared in Star Frontiers 2000. Amnesia/Remember Success Rate: ½ Log/Int + 10% per level – target’s Per Limit: One use – successful or not – per day. Pr: Confusion, Level 4, Empathy, Level 4, Suggestion, Level 4, Telepathy, Level 4 A character using this discipline can make a target forget a recent memory, such as a combat encounter, Mentalist possession attempt/success, etc. Characters who’ve suffered from this attack will be confused about their “blacked out” moments. After effects typically range from a mild shrug to crying or if they are interrogated about not remembering an event, they might become violent. The amount of time that the Mentalist can “blackout” equals 10 turns times their discipline level. A Mentalist can also use this skill against himself, though with a more refined result. He could, for example, blackout a specific memory. Such an effort would make a character resistant to routine interrogations or even a use of the telol drug. More invasive methods would then need to be employed to cause a memory to return. A successful use of amnesia on oneself is automatic (Log) unless an automatic failure results. An automatic failure makes a memory more vivid so it cannot be hidden away through an Amnesia attack. An automatic success roll means that efforts to break the amnesia receive a -30% modifier. Also called a “mental block,” amnesia can be treated by characters using psychotherapy and psychopathology. Hypnosis may be another way to unlock memories that have been masked by the use of amnesia. A sub-discipline of Amnesia is Remember, which a Mentalist can use on himself or others. The success rate is the same as above, even if the target – even if it is oneself – is willing to remember. An automatic failure means that future efforts to break the amnesia receive a -30% modifier. An automatic success makes the forgotten memory very vivid. Analysis I * Success Rate: ½ Log/Int + 10% per level Limit: One use – successful or not – on a particular object per day. Pr: N/A A character using this discipline has a chance to pick up an item and figure out its intended use. If the artifact is alien, a negative modifier may be imposed by the referee. Once an artifact's purpose is identified, a specific skill may be needed to operate it (Communication Devices: Operate, Machinery Operation, etc.). If the item is not covered by one of the existing skills, then a second discipline check is needed, using the discipline level with +10 percent for the success rate. A character making this check will know how to operate or use the artifact. If the analysis check is unsuccessful, the Mentalist will have to wait another day to determine what the object is; however, he can check out other objects. The time needed to use this discipline varies from a few minutes to hours, days, or even weeks of concentration depending upon the alienness of the object or other factors. A critical success means the Mentalist will not only know an object’s intended use but will automatically know how to operate it. A critical failure could mean a variety of things. For instance, if the object was a bomb or energy device, it may explode, or the character may break the item it is otherwise normally harmless. Analysis II * Success Rate: ½ Log/Int + 10% per level Limit: One use – successful or not – on a particular object per day. Pr: N/A This discipline allows a character to read psychic impressions left on an object by the last person who used it. Information that can be gained includes what the user looked like, what he thought while using it, what he was doing for the last few hours before the item was lost, stolen, or otherwise left his possession. The longer the item has been untouched, the dimmer the impression. This discipline is used most often by Star Law officers and spies. A critical success means the Mentalist picks up another distinguishing clue about the last user. A critical failure means that the Mentalist cannot ever retrieve the psychic impressions from that object about the previous user. Beam Success Rate: ½ Log + 10% per level Limit: One successful use per level per day Pr: N/A A character with this discipline can attack another character's mind. The target must be within 30 meters. The damage caused by a successful discipline check is 3d10+10+1 point per level. This mental attack can work on any creature of at least animal intelligence, including cyborgs. A critical hit roll means that the target will take double damage. A critical failure leaves the Mentalist stunned for 1d10 turns. Below is the "new" style.Amnesia/Remember Type: Empath, Telepath Success Rate: ½ LOG/INT + 10% per level – target’s PER Limit: One use – successful or not – per day. Range: This discipline requires physical contact with the subject Duration: Indefinite Pr: Confusion or Suggestion 2, Empathy or Telepathy 2 A character using this discipline can make a target forget a recent memory, such as a combat encounter, Mentalist possession attempt/success, etc. Characters who’ve suffered from this attack will be confused about their “blacked out” moments. After effects typically range from a mild shrug to crying or if they are interrogated about not remembering an event, they might become violent. The amount of time that the Mentalist can “blackout” equals 10 turns times their discipline level. A Mentalist can also use this skill against himself, though with a more refined result. He could, for example, blackout a specific memory. Such an effort would make a character resistant to routine interrogations or even a use of the telol drug. More invasive methods would then need to be employed to cause a memory to return. A successful use of amnesia on oneself is automatic (Log) unless an automatic failure results. An automatic failure makes a memory more vivid so it cannot be hidden away through an Amnesia attack. An automatic success roll means that efforts to break the amnesia receive a -30 percent modifier. Also called a “mental block,” amnesia can be treated by characters using psychotherapy and psychopathology. Hypnosis may be another way to unlock memories that have been masked by the use of amnesia. A sub-discipline of Amnesia is Remember, which a Mentalist can use on himself or others. The success rate is the same as above, even if the target – even if it is oneself – is willing to remember. An automatic failure means that future efforts to break the amnesia receive a -30 percent modifier. An automatic success makes the forgotten memory very vivid. Analysis * Type: Empath Limit: One use – successful or not – on a particular object per day Range: The character needs to have physical contact with the object Duration: While concentrating Pr: None This discipline allows a character to pick up an object and figure out its intended use and is one that spies and Star Law Psi-Corps officers often learn. A sub-discipline of this power also allows the character to read the psychic impressions left by the last user/handler.
Sub-discipline: Awareness Success Rate: ¼ LOG/INT + 10% per level A character using this sub-discipline has a chance to touch an item and figure out its intended use. If the artifact is alien, a negative modifier may be imposed by the referee. Once an artifact's purpose is identified, a specific skill may be needed to operate it (Communication Devices, Machinery, Weapons: Beam, etc.). If the item is not covered by one of the existing skills, then a second discipline check is needed, using the discipline level with +10 percent for the success rate. A character making this check will know how to operate or use the artifact. If the analysis check is unsuccessful, the Mentalist will have to wait another day to determine what the object is; however, he can check out other objects. The time needed to use this discipline varies from a few minutes to hours, days, or even weeks of concentration depending upon the unusualness of the object or other factors. A critical success means the Mentalist will not only know an object’s intended use but will automatically know how to operate it. A critical failure could mean a variety of things. For instance, if the object was a bomb or energy device, it may explode, or the character may break the item if it is normally harmless. Sub-discipline: Impressions * Success Rate: ¼ LOG/INT + 10% per level This sub-discipline allows a character to read psychic impressions left on an object by the last person who used it. Information that can be gained includes what the user looked like, what he thought while using it, what he was doing for the last few hours before the item was lost, stolen, or otherwise left his possession. The longer the item has been untouched, the dimmer the impression. If it has been years or centuries since an item was last handled, then no impressions may remain. A critical success means the Mentalist picks up another distinguishing clue about the last user. A critical failure means that the Mentalist cannot ever retrieve the psychic impressions from that object about the previous user. Beam Type: Telepath Success Rate: ½ LOG + 10% per level Limit: One successful use per level per day Range: 10 meters per level Duration: 1 turn Pr: None A character with this discipline can attack another character's mind. The target must be a line of sight. The damage caused by a successful discipline check is 3d10+10+1 point per level. This mental attack can work on any creature of at least animal intelligence, including cyborgs. For example, a Mentalist with a level 3 in Beam can make three attacks in one day. A successful hit will cause 3d10+13 points of damage. A critical hit roll means that the target will take double damage. A critical failure leaves the Mentalist stunned for 1d5 turns. One of the changes you may notice is that I've combined some of the related mental powers together. I've added several categories such as "Type," which refers to the type of Mentalist character that can purchase the discipline for the professional cost. A lot of the powers have a range and/or duration, so I've added those categories for the ease of convenience.Joe Cabadas |
JCab747 April 30, 2016 - 7:25am | Note: When I originally saw Zebs some 30 years ago, I thought the Mentalist profession was interesting but not very exciting. It gives the game a "magic user" like AD&D, but it seemed woefully underdeveloped with rules, such as for levitation, that lacked things such as how gravity might effect the mentalists' ability. Hey, gravity effects other character movements... except walking and running rates... hmm? I wonder why? Anyway, I imported a few Gamma World mutant abilities and turned them into Mentalist disciplines along with adding a few others that seemed right. One problem with the system presented above: it's not been play tested yet. Oh, one other question, do you think that Babylon 5's creator, J. Michael Straczynski had a copy of Zeb's Guide when he came up with his Psi Corp and their need to wear uniforms and/or badges much like the TSR creators did with their Mentalists? Just a coincidence? Joe Cabadas |
JCab747 August 5, 2016 - 9:05pm | Oh, one other question, do you think that Babylon 5's creator, J. Michael Straczynski had a copy of Zeb's Guide when he came up with his Psi Corp and their need to wear uniforms and/or badges much like the TSR creators did with their Mentalists? Just a coincidence? Well, while reading some old posts I think I did run across someone who claimed that B5's creator did once play Star Frontiers. I'll have to see if I can confirm that. Straczynski's show was very entertaining and I do miss a lot of those characters. And RIP Jerry Doyle a.k.a. Michael Garibaldi. Joe Cabadas |