Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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add 10 times his current level to all STR/STA 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 SENSES<br />
Success Rate:<br />
60% + 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 Intuition 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 />
HEAL SELF<br />
Success Rate:<br />
100% + skill level – amount of damage to heal<br />
The character meditates for one full minute then<br />
attempts this skill. If successful, he heals the<br />
amount of damage he set out to heal. This healing<br />
is fairly miraculous – the character will suffer<br />
absolutely no scarring as the fabric of his body knits<br />
itself together at an amazing rate. Characters are<br />
always hungry after performing a Heal Self.<br />
HYPERMOVEMENT<br />
Success Rate:<br />
65% + skill level<br />
The Mentalist concentrates for a full round then<br />
invokes this power. If successful, his movement<br />
rate will increase by a multiple equal to his skill<br />
level. For example, a Vrusk Mentalist (base running<br />
movement rate 35 meters per turn) that invoked a<br />
level 3 Metabolic Control skill could increase his<br />
running speed by (35 x 3 =) 105 meters per turn!<br />
This power can be kept up by spending further<br />
Mental Endurance, but the character can’t keep this<br />
level of activity up for any longer than he could<br />
normally run (a number of minutes equal to his<br />
Stamina score). Note that this same multiple<br />
applies to all leaping and jumping distances. At a<br />
cost of 1 additional Mental Endurance per turn, he<br />
can continue to keep the power invoked until he<br />
turns it off or runs out of psychic energy.<br />
PHEROMONE EMISSION<br />
Success Rate:<br />
25% + skill level<br />
The character invokes this power and emits a<br />
psychic attraction to members of the opposite<br />
gender and the same species. Anyone who picks up<br />
the mental scent becomes enamored with the<br />
character, sees them as an object of sexual desire,<br />
for as long as the Mentalist continues to upkeep the<br />
pheromone emission (by spending one additional<br />
Mental Endurance point per turn). If the target(s)<br />
leave the proximity of the character (2 meters per<br />
skill level) the power begins to fade.<br />
An enamored character will generally do what is<br />
asked, as long as certain promises and favors are<br />
offered or provided. They may act to protect the<br />
character if it is within their nature to do so. The<br />
individual is not in love, they are in lust. They won’t<br />
willingly die for the character.<br />
PSYCHOKINESIS<br />
This skill deals with manipulation of external<br />
energies. It allows for personal sensing,<br />
manipulating, creation and destruction of subtle<br />
energy patterns.<br />
FIRE STARTER<br />
Success Rate:<br />
40% + skill level<br />
This non combative ability allows the character to<br />
keep himself warm in cold elements, and allows him<br />
to invoke fire through sheer will. He can manipulate<br />
the energies of a fire, and cause it to burn brighter<br />
or dimmer, or to change in intensity/color. When<br />
the Mentalist invokes this power (and spends the<br />
invocation cost), he can continue to keep it up for<br />
very long periods of time. Each hour he can spend<br />
another point of Mental Endurance to keep up the<br />
power, thus keeping himself protected from the<br />
elements.<br />
This power can also be invoked in an offensive<br />
manner. He concentrates and makes his skill roll, in<br />
doing so creates a fireball that streaks towards an<br />
intended target. He has to roll to hit his target, just<br />
as if he were hurling a weapon at him. If it hits, it<br />
causes 1d10 damage per skill level. If it misses, the<br />
target was able to get out of the way and therefore<br />
takes half damage. Invoking Fire starter in this<br />
manner doesn’t last an hour, its effects are<br />
immediate. If the Mentalist wanted to hurl another<br />
fireball in the next round he could do so but it would<br />
be another invocation of this power. Note that this<br />
also does 5 points structural damage per skill level.<br />
INERTIA BARRIER<br />
Success Rate:<br />
25% + skill level<br />
The character concentrates one round then invokes<br />
this ability. If successful, he has the equivalent of<br />
an Inertia Screen up. Each turn it is on drains one<br />
Mental Endurance (in addition to the invocation cost,<br />
of course). It protects the character from half of all<br />
ballistic damage. Each time it is struck, regardless<br />
of the amount of damage it absorbs, the character<br />
sustains another point of Mental Endurance damage.<br />
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