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.