MENTALISTS: THE OPTIONAL
SKILLS AND PROFESSION





Introduction

Everything that has been discussed in this book so far is an intricate interweaving of various aspects of the new STAR FRONTIERS rules that depend on each other for information and explanation. 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.

DISCIPLINES

Discipline is the term used for the powers Mentalists can learn and develop. While the discipline structure is similar to the skill structure of the four normal professions, disciplines should never be confused with skills. Almost anyone can learn a skill, only certain individuals can learn disciplines.

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.