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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 />

165

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