Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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9 Mentalist PSA Mentalist<br />
Many forms of science fiction include beings<br />
with supernatural powers dealing with the<br />
mind. It is up to the referee to allow the use of this<br />
special PSA, and to define the nature of the power<br />
(or allow the player to do so). It could be psionic,<br />
personally-powered through strength of the mind.<br />
It could be an all-encompassing energy field that<br />
surrounds all living beings and breathes life into the<br />
Frontier. It could be power granted from a divine<br />
(or evil?) being. It could be spiritual energy<br />
channeled from another dimension. Whatever the<br />
source, the rules work the same.<br />
Mentalist PSA is just another skill group, except<br />
that players may not select any of the subskills<br />
contained within it unless they are a member of this<br />
Primary Skill Area. Thus, Mentalists learn Mentalist<br />
skills, an nobody else may.<br />
Restrictions. <strong>Star</strong>ting characters can select<br />
Mentalist PSA only with their referee’s approval, and<br />
must possess an Intuition, Logic, Personality, or<br />
Leadership score of 70 or higher. They may only<br />
select one single skill regardless of the number of<br />
skills they are normally entitled to begin with.<br />
Development. Any further development of<br />
Mentalist skills beyond character generation must be<br />
through normal character development and should<br />
probably require a teacher.<br />
Skill Level<br />
Experience<br />
to Purchase<br />
Point Cost<br />
Level 1 10*<br />
Level 2 12<br />
Level 3 18<br />
Level 4 24<br />
Level 5 30<br />
Level 6 36<br />
*The first level requires a teacher.<br />
Using Skills. The use of a Mentalist skill isn’t free.<br />
Your character will have to invoke the power using<br />
normal skill roll mechanics (base chance plus ten<br />
times his skill’s level).<br />
Mental Endurance. It causes the character<br />
personal fatigue to invoke these powers. Mentalists<br />
have a special pool of points (like Current Stamina)<br />
that is equal to their Logic score. As they use their<br />
powers, their Mental Endurance depletes. When<br />
they are out of Mental Endurance, they cannot use<br />
their mental powers until they recover.<br />
The amount of Mental Endurance it costs to invoke a<br />
Mentalist skill is equal to a number of d10 based on<br />
the invoked skill level. Thus if you used Enhance<br />
164<br />
PSA<br />
Metabolic Control<br />
Enhance Agility 40% + level<br />
Enhance Physique 50% + level<br />
Enhance Senses 60% + level<br />
Heal Self 100% + level - damage<br />
Hyper Movement 65% + level<br />
Pheromone Emission 25% + level<br />
Psychokinesis<br />
Fire <strong>Star</strong>ter 40% + level<br />
Inertial Barrier 25% + level<br />
Levitation 50% + level<br />
Sonic Barrier 25% + level<br />
Telekinesis 100% + level – weight(kg)<br />
Telepath<br />
Awareness 40% + level<br />
Clairaudience 20% + level<br />
Clairvoyance 20% + level<br />
Dominion 15% + level – target LOG<br />
Empathy 30% + level<br />
Read Thoughts 80% + level – target LOG<br />
Send Thoughts 70% + level<br />
Suggestion 40% + level – target LOG<br />
Strength (from the Metabolic Control skill) at level<br />
1, you will take 1d10 Mental Endurance damage. If<br />
you had 4 levels of that skill and invoked only 3 of<br />
them, you’d sustain 3d10 damage.<br />
If you fail to invoke your skill, you are still slightly<br />
fatigued by the attempt. You lose one Mental<br />
Endurance point per level of the failed skill level.<br />
Mental Endurance Recovery. Mentalist recover<br />
their lost Mental Endurance at a rate of 1d10 per<br />
hour spent sleeping or meditating. If referees prefer<br />
simplicity, recover 5 points per hour of rest/<br />
meditation.<br />
METABOLIC CONTROL<br />
The Metabolic Control skill has several subskills.<br />
These abilities deal with mind over body, the mental<br />
manipulation of the self.<br />
ENHANCE AGILITY<br />
Success Rate:<br />
40% + skill level<br />
The character concentrates for a full turn, then<br />
attempts this skill. If successful, he is permitted to<br />
add 10 times his current level to all DEX/RS checks<br />
for a duration of one round. At a cost of 1 additional<br />
Mental Endurance per turn, he can continue to keep<br />
the power invoked until he turns it off or runs out of<br />
psychic energy.<br />
ENHANCE PHYSIQUE<br />
Success Rate:<br />
50% + skill level<br />
The character concentrates for a full turn, then<br />
attempts this skill. If successful, he is permitted to