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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

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