WHO CAN USE MENTALIST DISCIPLINES
There are two types of characters who use mentalist disciplines.
A normal character belonging to one of the four normal professions
but who has a Logic score of 80 or more can learn some Mentalist
disciplines (those denoted by an asterisk). A character meeting
these requirements is usually referred to as an enlightened
character. A character with a Logic of at least 75 who
wants to devote his life and profession to the Mentalist following
is referred to as a Mentalist. The
referee can use neither, one, of both of them, as he desires.
Mental disciplines add a new, exciting aspect to the game, but
will also require more care in balancing the campaign. The decision
is up to the referee.
Enlightened Characters: If a normal character,
after he is created, has a Logic score or 80 or greater he can
learn some Mentalist disciplines, even though he belongs to another
profession. These disciplines are designated by an asterisk.
When the character is being created, no unusual ability adjustments
may be made to increase the character's Logic ability.
There are
very few enlightened characters. If discovered, they are sometimes
persecuted or driven out of a community. Some settlements that
accept Mentalists are leery of an enlightened character, perhaps
because they can easily identify a Mentalist, but not an enlightened
character, and people often fear what they do not know.
For every five points above a 75 Logic that an enlightened character
has, he can add one asterisked discipline or one more level to
an asterisked discipline he already possesses. For example, a
character with an 84 Logic can choose one asterisked discipline.
A character with an 85-89 Logic could choose two established disciplines
or two levels of one discipline.
An enlightened character can increase his levels or number of
disciplines over the course of his adventuring if he increases
his Logic. Once the new Logic score is increased past the new
5 point mark and a new level or discipline is chosen, it can be
used automatically, as if the character suddenly had a revelation
of his powers. Once a discipline has been established the character
will always have it, even if his Logic drops below the required
score. A character who has chosen a power, had his Logic score
lowered, and then raises it back up again cannot choose a new
discipline or level.
Experience points may never be used to increase an enlightened
character's disciplines.
Mentalists: A player who wishes to play a Mentalist character
must state his desire before any adjustments are made when his
character is created, because of the peculiar nature of score
adjustments for the Mentalist. Usually ability score pairs are
adjusted, but a Mentalist character can adjust an individual ability
score to increase his Logic to between 75 and 90. However, the
first abilities that must be decreased for the purpose of this
transfer are Strength and Stamina. Any points used to increase
Logic must first come from either of these two abilities until
they both have reached 30, then the points can be taken from any
other ability. The actual Logic ability number, between 75 and
90, it up to the player and depends on how many initial disciplines
he wants and how physically weak he wishes his character to be.
A Mentalist uses and chooses disciplines as the other professions
use their skills. He begins the game with any three disciplines
or three levels of disciplines he chooses plus, for every five
points above a 70 Logic that he has, he can add one discipline
or one more level to a discipline he already possesses. For example,
a Mentalist with a 79 Logic can have either four disciplines (three
for the profession plus one for Logic), or four levels of one
discipline, or two levels of two disciplines. A Mentalist may
increase his disciplines or levels by increasing his Logic accordingly
or by using his experience points.
Mentalists use their experience points to gain disciplines or
levels exactly the same as a normal character uses his experience
points to gain skills and skill levels. The success rate of the
disciplines are expressed the same as normal skills (automatic,
fixed, column shifts) and the cost per discipline is exactly the
same as skills on the Skill Cost table.
A referee may approach Mentalist discipline training in one of
two ways. Either treat Mentalists as enlightened characters (the
discipline comes naturally to them when their experience points
have been spent) or decide that they need training or practice
first, as is applicable to normal skill learning.
While no Mentalist
can join another profession, he can alter his occupational standing,
just like his non-Mentalist brethren. A Mentalist has profession
discipline costs and nonprofession discipline costs, just like
a normal character. He is also severely limited to the number
of non-Mentalist skills he can choose. Experience points are
used to obtain these as nonprofession discipline costs.
The term limit is introduced for the first time with
Mentalist disciplines. The refers to the number of attempts or
successful uses of a discipline the Mentalist can try or use in
a given time frame or because of his level. For example, a discipline
listed as "Limit: Two successful uses per day" means
that once the user has successfully used the discipline twice,
he cannot attempt its use again for 20 hours.
The Mentalist Profession: Mentalist is the common name given to
those characters who have discovered they have strong mental powers
and potential and have dedicated their lives to using those powers.
It is not so much a religion as it is a dedication to a way of
doing things. Their purpose in line 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 spied or advanced men on planets, private consultants
in Mentalist activities, and embassy security employees. 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.
The following is a list of all Mentalist disciplines plus their
success rates. Again, all of the disciplines are available to
Mentalists. The asterisked disciplines are the professional disciplines
the Mentalists can learn at half cost and also the only disciplines
an enlightened character can learn.
MENTALIST DISCIPLINE LIST
Title Success Rate
Analysis I * Discipline Level
Analysis II * Discipline Level
Beam Discipline Level
Channeling I Discipline Level
Channeling II Discipline Level
Clairaudience * Discipline Level +2 CS
Clairvoyance * Discipline Level +2 CS
Confusion * Discipline Level +1 CS
Cryokinesis Discipline Level
Density * Discipline Level
Detection * Discipline Level
+2 CS
Disruption Discipline Level
Electrascreen * Discipline Level
+2 CS
Empathy * Discipline Level
+1 CS
Fear Discipline Level
File * Level + X
Heal Others Level + X
Heal Self * Level + X
Heal Self Fully Discipline Level
Illusion Discipline Level
Infatuation Discipline Level +1 CS
Infrasceen * Discipline Level +2 CS
Levitation Level + X
Link Discipline Level
Paralyze Discipline Level
Pyrokinesis Discipline Level
Shield Automatic or Level + X
Static * Discipline Level +1 CS
Suggestion * Discipline Level
Telekinesis * Discipline Level +2 CS
Telemanipulation Discipline Level
Telepathy: Level + X
Animals *
Telepathy: Alien Discipline Level
Telepathy: Level + X or
Character * Discipline Level
Teleport: Discipline Level +1 CS
Limited
Teleport: Discipline Level
Unlimited
Timeread * Level + X
Trance I * Discipline Level
Trance II * Discipline Level
Trap Level + X
Truesight Discipline Level
The only normal skills that Mentalists are allowed to use are
listed below. They are available to the Mentalist at nonprofession
discipline costs.
Bluff
Chef
Communication Devices: Operate
Computers: Access & Operate
Computers: Display Information
Disguise
Dramatics
Entertaining
Haggling
Hypnosis
Machinery Operation
Making Items/Structures
Medical Diagnosis
Ride Mount
Running
Survival
Theology
Vehicles: all
Weapons: Martial Arts
Weapons: Beam Weapons
Mentalist
Combat
Modifiers: When a Mentalist attack discipline is sued, the target
usually receives no chance to evade the attack (such as a Reaction
Speed check). If there is a check allowed, it will be included
in the discipline description.
If a Mentalist uses an attack discipline on normal characters,
the success rate is normal.
If a Mentalist uses an attack discipline on an enlightened character
(knowingly or unknowingly), his success rate has a -1 Column Shift
modifier.
If a Mentalist uses an attack discipline on another Mentalist
knowingly or unkowningly), his success rate has a -2 Column Shift
modifier.
Except for any modifiers that may be inherent in a discipline,
these are the only modifier considerations for mental combat.
Damage: Unless otherwise stated, any damage done by mental attacks
is considered the same as damage done by physical attacks and
is reduced from the character's Stamina in the same fashion.
Options
The referee can use Mentalists or their disciplines for NPCs only.
In a future volume of Zebulon's Guide to Frontier Space, some
creatures may even have the option to use mental discipline for
communications or attack. So if a referee uses a discipline used
by an intelligent creature it could certainly be valid. If the
referee wishes to limit the Mentalist to an NPC race or character
type, he might want to create a cult around it and center them
on one planet or geographic location. They may be malevolent or
benevolent, as the referee desires.
Disciplines
Disciplines whose names are followed by an asterisk are the only
disciplines available to enlightened characters and are also the
disciplines that may be chosen by Mentalists at half cost.
Analysis I *
Success Rate: Discipline Level
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, suing the discipline level
+3 Column Shift for the success rate. A character making this
check will know how to operate or use the artifact.
Analysis II *
Success Rate: Discipline Level
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 long the item has been untouched, the dimmer the impression.
This discipline is used most often by Star Law officers and spies.
Beam
Success Rate: Discipline Level
Limit: One successful use per level per day
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 depends on the colored Result
Area: a Cobalt result indicates 40 points of damage, a Blue result
indicates 30 points of damage, a Green result indicates 20 points
of damage, and a Yellow result indicates 10 points of damage.
This mental attack can work on any creature of at least animal
intelligence, including cyborgs.
Channeling I
Success Rate: Discipline Level
Limit: Two successful uses per level per day
A successful use of this discipline allows the user to channel
energy attacks directed at him (beam weapons, electrical current,
sonic waves) around him so as not to be harmed by them. If someone
is standing directly behind the user, the attack should be rolled
again with a -3 Column Shift to determine if that character was
accidentally hit by the attack. Each successful discipline use
lasts 3 turns.
Channeling II
Success Rate: Discipline Level
Limit: Two successful uses per level per day
A successful use of this discipline allows the user to manipulate
magnetic and gravitational patterns around himself, so as to affect
any melee or ballistic attacks. If someone is standing directly
behind the user, a ballistic attack should be rolled again with
a -3 Column Shift to determine if that character was accidentally
hit by the attack. Each successful discipline use lasts 3 turns.
Clairaudience *
Success Rate: Discipline Level +2 CS
A character with this discipline can "listen" through
anything up to a distance of 20 meters (if the area is known to
him) or 10 meters (if the area is unknown). This listening is
directional and does not cover a large area. The area listened
to cannot be larger than a 5-meter radius. When zeroed inon,
sounds from the area can be heard as if the user was there himself.
Any sound attack in the area has full effect on the character
using this discipline.
Clairvoyance *
Success Rate: Discipline Level +2 CS
A character with this discipline can "see" a distanceof
40 meters (if the area is known to his) or 20 meters (if the area
is unknown). This directional sight focuses on an area that is
no loarger than a 5-meterradius. It is affected as sight would
be by darkness or light attacks (flash grenades). Optical enhancement
devices cannot be used with this discipline.
Confusion *
Success Rate: Discipline Level +1 CS
Limit: Two successful uses per day per level
This discipline allows a character to try to confuse the enemy.
The layer must roll 1d10 and thereferee consults the Confusion
Table todetermine how that confusion will manifest itself. The
duration of the confusion is 1d10 turns. This discipline can
only be used to affect a single target.
Confusion Table
Roll Effect
1 The target sits down to think things
over. He does nothing else.
2 The target begins weeping or laughing
uncontrollably. A -1 Column Shift to all
actions.
3 The target walks around randomly as if he
is lost. Use the Area Effect Weapon Miss
diagram every turn to determine in what
direction the target is walking.
4 The target becomes fascinated with one
action and will perform or watch it to
the exclusion of all else.
5 The target attacks the nearest character,
no matter who it is.
6 The target attacks everyone (diferent
character each turn).
7 The target attacks the nearest large
machine or creature.
8 The target walks up to the nearest
character, throws his arm around his
should, and begins discussing the
philosophy of life.
9 The target is so confused he begins to
swoon. A -2 CS to all actions.
10 The target rolls over and falls asleep.
Cryokinesis
Success Rate: Discipline Level
With this discipline a character concentrating on a creature or
item can eventully do damage to it by slowing down the surrounding
molecules, thus freezing it. Every time this discipline is used,
the character must concentrate full on the item or creature for
three complete turns before damage will take place. The damage
depends on the colored Result Area of the successful discipline
check: a Cobalt result indicates 20 points of damage, a Blue result
indicates 15 points of dmage, a Green result indicates 10 points
of damage, and a Yellow result indicates 5 points of damage.
During the three turns preceding the damage, the temperature surrounding
the target is noticeably lower than normal. Any creature or item
impervious to cold (artic creatures, federanium) takes no damage.
any creature, plant, or item that the referee etermines is especially
susceptible o the cold (tropical plants and animals) will suffer
double damage from this discipline.
Density *
Success Rate: Discipline Rate
A character using this discipline may adjust his body density.
The speed in which he can do this is one-tenth his normal body
weight per turn. If the character's density is considerably lightened,
the character can move faster, climb easier, and float in water
without effort. If the character's density is sufficiently increased,
he can act as a rope anchor, easily crash through windows or doors,
ignore minor wounding influences (thorns, broken glass, small
animal bites). The referee must decide, for his own campaign,
what actions are available to a character during the different
degrees of density control.
Detection *
Success Rate: Discipline Level +2 CS
A character with this discipline may detect the presence, direction,
and relative range of all Mentalist disciplines being attempted
or used during the duration of this discipline. The duration of
this discipline is five turns. During this time the character
can use no other disciplines; even a Mental Shield will not work.
The direction and range extend to 50 meters before becoming too
vague to pinpoint. This does not define what disciplines are
being attempted or the type of mind attempting them.
Disruption
Success Rate: Discipline Level
Limit: One successful use per level per day
A character with this discipline can explode inanimate objects.
The size of the targeted object can be no larger than a 40-cm
cube (a little smaller than a 16-inch cube). Any item made of
federanium will not explode. The object must be clearly seen
by the user and be within 20 meters of him. If the object is
moving, the referee should impose the movement combat modifiers
(see the Combat section in this book). Any exploding item causes
10 points of damage to those within 3 meters of it. If the item
has any energy in it (even one shot or use left in a powerclip)
its explosion is identical to that of a fragmentation grenade.
Electrascreen *
Success Rate: Discipline Level +2 CS
A character using this discipline can create and project a shape
in the electromagnetic spectrum. Anyone scanning for the tell-tale
electromagnetic pulse of a force field believe they see one.
The shape and size are up to the user, but the larger or more
intricate the design, the longer it takes to create. Examples
of this discipline's use includes tricking the enemy into seeing
a character surrounded by a force field where none exists, covering
an enemy's vehicle with an electromagnetic dome so their own troops
will not recognize them, or putting up a force wall to hide actual
firce fields behind it.
Empathy *
Success Rate: Discipline Level +1 CS
Limit: One try per encounter
This discipline is very similar to the Empathic Understanding
skill. But it not only allows the character to gain a general
impression of the meed and intentions of individuals or groups,
it also allows him to broadcast his emotions to an individual
or group. Broadcasting emotional attitudes like friendship, love,
caution, helpfulness, and so forth can sometimes prove invaluable
in clearing up a misunderstanding. The character cannot broadcast
these emotions unless he truly feels them. These feelings should
help dictate his actions. As with the skill, this discipline
only alows vague and undefined information to be learned and only
one attempt at it can be made per encounter.
Fear
Success Rate: Discipline Level
A character with this discipline can attack an enemy's id, releasing
from within it an unreasoning fear. The frightened character
wants to run away and hide (all actions while afraid are at a
-1 Column Shift). He attacks anyone attempting to stop him from
doing this. After the first two turns of being afraid, the frightened
character is allowed a Logic check every turn to regain his composure.
Once made, it still takes two turns to get complete control of
himself. While frightened the character can only perform actions
that help him to escape (including disciplines). The direction
of the escape is always away from the attacker, even if he cannot
be seen.
File *
Success Rate: Level +X
This discipline allows the character to mentally file away any
information he hears or sees in the following five turns. The
memory of the material is perfect, if the discipline check is
made, and may be retrieved whenever the caracter desires. Some
characters who specialize in this discipline and who willingly
subject themselves to telol doses and Empathy disciplines become
professional witnesses. No more than 10 files can be stored at
any one time in the user's mind.
Heal Others
Success Rate: Level +X
Limit: Two uses per day
This discipline is identical to the Medical Treatment: Wounds
II skill, except that the healing can only be applied to a character
other than the user and no use of biocort is necessary.
Heal Self *
Success Rate: Level +X
Limit: Two uses per day
This discipline is identical to the Medical Treatment: Wounds
II skill, except that the healing can only be applied to the user
and no use of biocort is necessary.
Heal Self Fully
Success Rate: Discipline Level
Limit: One successful user per week
When a character uses this discipline successfully he can completely
heal all his wounds in 10 turns, no matter how they were caused.
This healing can only be performed on himself and can only be
attempted once every 10 hours. Once successful, the drain on
that part of the character's mental reserves is so great that
the character cannot attempt it again for a week and he operates
at a -2 Column Shift for al actions for 10 hours following.
Illusion
Success Rate: Discipline Level
Limit: Two successful uses per day
This discipline gives the user the ability to create illusions
in the mind of those creatures within 10 meters of himself. The
illusion they all see must be the same. Such illusions have all
theverbal, visual, and olfactory aspects they normally would,
but can cause no damage. It automatically fades after 20 turns.
The user must concentrate on the illusion for the entire duration
of its existence to be believable. If the illusion is of something
silly, confusing, or extremely contradictory, then the referee
should secretly roll an Intuition check for them to disbelieve
it.
Infatuation
Success Rate: Discipline Level +1 CS
This discipline provides a unique aura to the user. If the check
is made, a character attacking the user quickly changes his mind
because there is something about the user that he likes. Instead,
he attacks another character is one is available (he will not
attack one of his comrades). Once the discipline is established
(usually at the start of an encounter that involves combat), the
attacking characters ignore the Mentalist for two turns. After
that they are allowed a Logic check every turn of combat to shake
the infatuation. Each opponent must shake the infatuation on
his own to attack the user. The discipline lasts until the end
of the combat encounter.
Infrascreen *
Success Rate: Discipline Level +2 CS
A character using this discipline can create and project a shape
in the infrared spectrum. Anyone scanning for infrared security
beams or the infrared heat images that most creatures and some
machines put out believe they see one. The shape and size are
up the the user, but the larger or more intricate the design,
the longer it takes to create. Examples of this discipline's
use include tricking an enemy using infrared optics ito seeing
a character's heat pattern where none exists, or causing infrared
flares in the scanner's field of vision that are so bright they
cover hiding characters.
Levitation
Success Rate: Level +X
A character may levitate himself using this discipline. The maximum
height a levitating character can ascend is one meter for every
five Logic points he has, rounded down. For example, a Mentalist
with an 83 Logic can levitate 16 meters (83 divided by 5 = 16.6,
rounded down to 16). The maximum rate of ascent ordescent a levitating
character can achieve is no more than than meters per turn.
The clothing the user is wearing has no effect on his levitation,
while the amount of equipment he is carrying does. While levitating,
a character may not have in his possession equipment weighing
more than one-half his normal carrying capacity. The user may
perform one other action while concentrating on his levitation.
The maximum duration a character can remain levitated at any
one time is 10 turns, followed by two turns of rest.
Levitation only allows vertical movement. Sideways movement is
only achievable by the levitating character pulling himself along
an object. A levitating character cannot create forward momentum
to affect the direction of his ascent. It is always straight
up. While wind has no affect on a floating user's ascent direction,
it can slow him down if the referee feels it is strong enough.
If knocked unconscious while levitating, a character falls.
Link
Success Rate: Discipline Level
A Mentalist may wish to link his mind to that of another Mentalist,
thus giving him additional strength. Up to five Mentalists can
be linked in this maner. For every Mentalist linked to his mind,
a cahracter gains a +1 Column Shift for the dicsipline he is atempting.
If the discipline involves a range factor, the original range
is increased by 50% for every mind linked. If the discipline
inflicts damage, the original damage is increased by 25% for every
mind linked. Thus, if four Mentalists are linked to a Mentalist
using an attack discipline, he would have a +4 Column Shift added
to the success rate, the range (if any) would be three tiems normal,
and the damage would be double the normal amount. Mentalists
who are using the Link discipline can do nothing else. If the
character they are linked to sustains damage, the absorb one-tenth
of that damage too, rounded down.
Paralyze
Success Rate: Discipline Level
Limit: One successful user per day
This discipline allows a character to mentally attack the motor
system of an enemy's brain. If successful, the target becomes
completely paralyzed for 1d10+2 turns. He cannot move or speak,
but he can see, hear, smell, and user Mentalist disciplines (if
applicable). Only a creature with a brain can be paralyzed (including
cyborgs). No drug can override this mentally inflicted paralysis.
Pyrokinesis
Success Rate: Discipline Level
A character with this discipline who concentrates on a creature
or item can eventually cause it damage by speeding up the surrounding
molecules, thus heating it up and possibly even causing it to
burst into flames. Each time this discipline is used, the character
must conscentrate fully one the item or character for three complete
turns before damage occurs. The daage depends on the colored
Result area of the successful discipline check: a Cobalt result
indicates 20 points of damage, a Blue result indicates 15 points
of damage, a Green result indicates 10 points of damage, and a
Yellow result indicates 10 points of damage. This damage increases
by 5 points if the creature or item is ignited.
An item can ignite if it is highly flammable (paper, wood, petro).
A creature can ignite if it is successfully attacked with this
discipline three consecutive turns. This 5 points of flame damage
is repeated each turn that the item or creature is o fire.
During the three turns preceding the damage, the temperature surrounding
the target is noticeably higher than normal. Any creature or
item impervious to the heat (tropical creatures or plants, federanium)
takes no damage unless they are ignited (5 points). Any creature,
plant, or item that the referee determines is especially susceptible
to the heat (artic creatures) suffers double damage from this
discipline.
Shield
Success Rate: Automatic or Level +X
This discipline automatically allows a character to know when
someone is trying to intrude on his thoughts or mentally attack
him. It does not indicate who is doing the intruding or attacking.
Nor does it define what discipline is being sued. If he desires,
the character can, in the next turn, put up his mental shield.
This prevents Telepathy, Empathy, and Illusion from working on
him. It also protects him with a -3 Column Shift for all mental
attacks used against him. The character can maintain the shield
for as long as the is conscious, but he can perform no other disciplines
while concentrating on his shield.
He can perform other nondiscipline activities while keeping his
shield up. The referee should make sure that this discipline
is not abused. A cahracter who has the shield up most of the
time will become easily exhausted and can even suffer Logic loss
because of the damaging effects of trying to be always mentally
protected.
Static *
Success Rate: Discipline Level +1 CS
With this discipline a character can send out a disruptive field
of mental energy which interferes with broadcast transmissions,
including communications transmissions, scanner transmissions,
and robots operating from a main power supply station or computerized
control facility. The area affected extends out from the user
up to a radius in meters equal to the Logic score of the user.
For example, a character with a Logic score of 83 could expand
this interference area anywhere from within a few centimeters
or himself up to an including 83 meters. The duration of this
discipline, once the check has been made, is five turns.
Suggestion *
Success Rate: Discipline Level
This discipline allows a character to mentally suggest something
to another character and have him agree with it. If the check
is made, a reasonable mental suggestion (we are harmless, look
the other way) to a character will be obeyed. The trick here
is to be brief and reasonable. This differs from the Hypnosis
skill in taht it is instant and does not possibly alter a character's
perception of reality. If the referee believes a suggestion is
slightly unreasonable because of extenuating circumstances, he
should add a negative modifier to the discipline check. Otherwise,
in the case of outright unreasonable suggestions (give me you
gun, strike your comrade) there should be no check at all. A
check is made for every suggestion, but once a specific Suggestion
check is missed it cannot be used again during that encounter.
Telekinesis *
Success Rate: Discipline Level +2 CS
With this discipline a character can mentally lift an object into
the air or move it along a surface. The maximum range of this
discipline is 15 meters from the user. The amount of weight (in
kg) that can be lifted is equal to one-fourth the user's Logic
score, rounded down. The maximum time that an item can be telekinetically
levitated is 10 turns. The discipline then cannot be used again
for turns. The success rate is modified by a -2 CS when trying
to telekinetically move or lift an animate object, like a jet.
This skill allows for no more manipulation than pushing, pulling,
lifting, or lowering.
Telemanipulation
Success Rate: Discipline Level
Pr: Telekinesis Level 3
This discipline is similar to Telekinesis, except the range is
shorter and the ability to manipulate is better. The maximum
distance an object can be telemanipulated is four meters from
the user. The amount of weight (in kg) that can be held and telemanipulated
is equal to one-tenth the user's Logic score, rounded down. The
maximum duration of this discipline is five turns. The success
rate is modified by a -2 Column Shift when trying to telemanipulate
an item that the user cannot see. In all other aspects, this
discipline is the equivalent of the user having a third, invisible,
mentally controlled hand. The hand can do no damage by itself
and cannot be damaged.
Telepathy: Aliens
Success Rate: Discipline Level
This discipline allows a character to enter an intelligent alien's
mind only for the purpose of conversation. For this discipline,
an alien is defined as a creature of at least human intelligence
that is not one of the player character races. If the alien is
not receptive, the success rate is modified by a -2 Column Shift.
Once contacted, the alien is not forced to be pleasant, but he
cannot shut out the user's attempts at conversation. An alien
who has undergone telepathic linking numerous times can mentally
converse quite well, otherwise the character must keep his conversation
short and basic. If the alien is extremely evil, or has a mind
that could be incomprehensible to the character attempting to
reach it, the referee might decide that a Logic check is in order
before any communication is attempted. If the user fails the
check, he may be disoriented, stunned, at the alien's mercy, or
even mortally wounded, depending on the alien and the referee's
discretion.
Telepathy: Animals *
Success Rate: Level +X
This discipline is similar to Telepathy: Characters, except that
the telepathic link can only be attempted with creatures of animal
intelligence. The user tries to enter a creature's mind and converse
with it through only the most basic concepts. Unless provoked,
the creature does not usually attack a character during the telepathic
conversation. If the creature is a monster, the referee might
decide that a Logic check is necessary before any communication
is attempted. If the user fails the check, he may be disoriented,
stunned, at the creature's mercy, or even mortally wounded, depending
on the creature and the referee's discretion.
Telepathy: Characters *
Success Rate: Level +X or Discipline Level
This discipline allows a character to enter another intelligent
being's mind only for the purpose of conversation. The success
rate is Level +X if the recipient is receptive. If the character
is not receptive, the success rate is the user's discipline level.
Once contacted, the character is not forced to be pleasant, but
he cannot shut out the user's attempts at conversation. A character
who has undergone telepathic linking numerous times can mentally
converse quite well, otherwise the character must keep his replies
short and basic. This discipline only allows for telepathic contact
with intelligent player and nonplayer characters (including cyborgs).
Teleport: Limited
Success Rate: Discipline level +1 CS
This discipline gives teh charater a chance to teleport himself
up to 10 meters away. The area he wishes to teleport to must
be clearly seen by the user. To teleport requires three full
turns of concentration before the player can roll the discipline
check. If unsuccessful, the teleportation simple does not work,
unless the unsuccessful roll was a 98-00. The automatic miss
roll means that the character is stunned by the failed attempt
fo 1d10x10 turns and cannot attempt this discipline again for
a week.
Teleport: Unlimited
Success Rate: Discipline Level
Limit: Two successful users per week
Pr: Teleportation: Limited Level 2
This unusually strong discipline allows a character to teleport
anywhere he can clearly see (including those areas seen with optical
enhancement devices) or is familiar with (has spent one entire
week in the location, studying it) within five km of himself.
A rolled automatic miss, however, is much deadlier with this
discipline. If a 98-00 is rolled for the discipline check, the
player must roll again on the following table.
Unlimited Misteleport Table
Roll Effect
01-35 The teleport did not work.
36-60 As above, but character is stunned for
1d100 turns.
61-80 Character teleported to location but not
safely. He has misjudged the elevation and
appeared in midair. Maximum damage is 40
points, roll on Level 0 for actual damage
(treat White and Yellow as Green).
81-95 Character has suffered as 61-80 plus
completely misteleported and is 1d10
kilometers away from desired destination.
96-99 As 81-95 but missed mark by 1d100
kilometers.
00 Character permanently lost in another
dimension
Timeread *
Success Rate: Level +X
Limit: One successful use per level per three days
When a character uses this discipline successfully, remains immobile,
and concentrates on a space he is occupying (5-meter radius),
he can look back in time at what took place there. He cannot
be seen by those shades of the past and he can hear no sound.
He is, in fact, completely helpless during this discipline.
After the discipline check is made, another percentile roll is
required to determine how far back through time he can see. The
maximum time traveled back is thee months for every point of Logic
the user has.
For example, a cahracter with an 83 Logic can go back 20 years,
nine months. The user starts at the far end of the time span
and comes forward toward the present. He can return through time
as fast as he wishes, but once he passed a date, hecannot go back
again without a new discipline use. He cannot interfere in any
way in the space he concentrated on. The referee must use his
discretion with this discipline and may have to ad lib a great
deal, as a lot of information may be requried. This is a good
chance for storytelling, however, and a perfect opportunity to
lay the groundwork for an upcoming adventure. This discipline
is usually used for gaining clues and evidence in crimes.
Trance I *
Success Rate: Discipline Level
With this discipline a character can go into a trance and slow
his metabolism almost to the point of death. This slowed metabolism
has many benefits. It prevents poison from spreading rapidly
throughout the user's system (though it eventually will cause
damage). The character can almost hibernate, thus lasting longer
on fewer supplies in harsh climates. The character can feign
death and has a chance (discipline check) to fool even the best
doctors (though not med-bots). Once the character has started
the trance, he cannot move or do any action except concetrate.
He can come out of the trance whenever he desires, but it takes
three turns for his body to wake up after he has announced the
end of the trance. While the user's body metabolism is slowed
down, healing is also slowed.
Trance II *
Success Rate: Discipline Level
A character using this discipline can go into a trance and increase
his metabolism. This accelerated metabolism has many benefits.
It speeds up medicinal drugs injected into the user's system,
thus accelerating their healing effect on him. The character's
natural healing time is cut in half when his metabolism is accelerated.
The character can feign a fever, heart attack, and other maladies.
The heat impression given off is more like that of a machine than
a bioform and this sometimes leads characters or machines using
IR optical-enhancement devices or scanners to ignore the user,
considering him a piece of machinery or heating duct. Once the
character has started the trance, he cannot move or do any action
except concentrate. He can come out of the trance whenever he
desires, but it takes three turns for his body to cool down after
he has announced the end of the trance. While the user's body
metabolism is accelerated, he can perform no other discipline.
Trap
Success Rate: Level +X
Pr: Beam Level 2
This discipline is set by a Mentalist who expects to be attacked
mentally. Once set, the trap lasts for 20 turns or until the
character is successfully struck by a mental attack or other form
of mental probe. When this happens, the user's stored mental
energy lashes out as a retributive mental beam. If the check
is made, it strikes the character who has probed or attacked like
a Beam discipline. See the Beam discipline for the statistics
of the damage.
Truesight
Success Rate: Discipline Level
Limit: Can only be used when normal sight will not work
A character uses this discipline when his normal sight is impaired
because of temporary or permanent blindness caused by a sealed
prisoner's helmet, flash grenade, completely dark night, or being
underwater. If thecheck is made, the character has the equivalent
of perfect sight for combat, avoiding obstacles, or finding directions.
The user cannot identify someone he dies not know, operate a machine
or computer, or perform other detailed visual work. Truesight
is only checked at the beginning of the impariment and lasts as
long as the character's normal sight is impaired.