Mentalist Specialties
Star Frontiers Profession Specialty System

Mentalist Specialties

Specialties Prerequisites

Combat Psi7 XP, Beam Lvl 4, Body Weaponry Lvl 3, Com. Devices-Op. Lvl 2, Density Lvl 4, Disruption Lvl 2, Channeling I Lvl 3, Channeling II Lvl 3, Medical Diagnosis Lvl 2, Paralyze Lvl 2 Weap.: Beam Lvl 3
Contact Psi5 XP, Analysis I Lvl 3, Communication Lvl 2, Empathy Lvl 4, File Lvl 1, Infatuation Lvl 3, Persuasion Lvl 3, Telepathy: Aliens Lvl 4, Animals Lvl 1, Characters Lvl 3
Mystic9 XP, Density Lvl 4, Empathy Lvl 4, Hypnosis Lvl 2, Levitation Lvl 1, Shield Lvl 1, Telepathy: Char. Lvl 4, Teleportation: Limited Lvl 4, Theology Lvl 2, Truesight Lvl 3, Weap.: MA Lvl 4
Psychic
Investigator
5 XP, Analysis II Lvl 5, Bluff Lvl 4, Clairaudience Lvl 4, Clairvoyance Lvl 4, Comp.:Acc/Op. Lvl 1, Comp. Display Info. Lvl 2, Detection Lvl 2, File Lvl 1, Persuasion Lvl 4, Time Read Lvl 1
Psychic
Surgeon
7 XP, Empathy Lvl 4, File Lvl 1, Heal Others Lvl 1, Heal Self Lvl 1, Heal Self Fully Lvl 3, Hypnosis Lvl 3, Med. Diagnosis Lvl 4, Telekinesis Lvl 4, Telemanipulation Lvl 3, Telepathy: Characters Lvl 4

Specialty Descriptions and their Skill List

Combat Psi

This type of mentalist has chosen the rough life of a soldier and hold positions as combat specialists in any number of organizations and corporations.

Channeling III
Channeling IV
Extension
Find Weakness
Invisibility Mind
Marksmanship: Beam wpns
Psychic Crush

Contact Psi

This specialty is the mentalist’s version of the Contact Emissary. See Contact Emissary for a full description.

Contact Law
Diplomatic Oratory
Extension
Mental Probe
Control
Mind Link
Telepathy: AI

Mystic

A mystic is a master of mind and body. Mystics wander the galaxy seeking enlightenment. They are also the ones who are able to find psionic absorbing materials and make psionically powered objects.

Astral Projection
Body Control
Extension
Impression
Master: Martial Arts
Precognition
Shield: Area

Psychic Investigator

This specialty is the mentalist’s version of the Enforcer Specialty: Law Enforcement. See Law Enforcement for the full description.

Astral Projection
Extension
Invisibility
Mental Probe
Psionic Time Travel
Streetwise
Telepathy: AI

Psychic Surgeon

A Psychic Surgeon is a mentalist who has devoted his life to healing others. A Psychic Surgeon is a licensed doctor and can write prescriptions and create drugs of many kinds, including psionic affecting drugs.

Cure Self Cure Others
Extension
Find Weakness
Pharmacology
Psychic Surgery
Psychokinesis

Discipline List with Success Rate

Disciplines Success Rate
Astral ProjectionDiscipline Level
Body ControlDiscipline Level
Channeling IIIDiscipline Level
Channeling IVDiscipline Level
Cure OthersDiscipline Level +1CS
Cure SelfDiscipline Level +1CS
ExtensionDiscipline Level +2CS
Find WeaknessDiscipline Level +2CS
ImpressionDiscipline Level
InvisibilityDiscipline Level +1CS
Mental ProbeDiscipline Level -1CS per 20 Log
Mind ControlDiscipline Level
Mind LinkDiscipline Level +2CS
PrecognitionDiscipline Level +1CS
Psionic Time TravelDiscipline Level
Psychic CrushDiscipline Level
Psychic SurgeryDiscipline Level -Sta Mod.
PsychokinesisDiscipline Level
Shield: AreaDiscipline Level +2CS
Telepathy: AIDiscipline Level or Level +X

Specialty Skill Description

Astral Projection

Success Rate: Discipline Level

Limit: One successful use per level per day

This specialty discipline allows the mentalist’s mind to leave his body and travel, invisibly and immaterially, through Astral space. Movement through Astral space is instantaneous from one point to another. While in Astral space the character’s body is in a coma-like state which is unable to perform any actions. Locations in Astral space correspond with locations in real space. Beings in Astral space can see, touch, speak with, and engage in combat with other astral beings. No equipment can be carried into Astral Space except for psionically powered objects. A being in Astral space can engage in mental combat with a being in real space with a -1 Column shift penalty. The discipline Detection will allow a mentalist to see and combat an astral being with a -1 column shift penalty. Damage to the astral body is carried over to the physical body as it happens. Damage to the physical body doesn’t carry over to the astral body and the mentalist is totally unaware of any damage to his body until it actually dies or he returns to it. If the body dies while the mentalist is out, the mentalist eventually lose all his stamina and his mind will dissipate when the time limit expires. The maximum time a mentalist can remain astral is a number of minutes equal to his Logic score divided by 9 minus the mentalist’s level in Astral Projection.(LOG/(9-Disc. LvL)) If the mentalist remains in Astral space longer than this, his body begins to die, losing 5 points of stamina for each additional minute he remains astral.

Body Control

Success Rate: Discipline Level

Pr: Density Lvl 4, Trance I Lvl 4, Trance II Lvl 4

Limit: 2 successful uses per level per day

This specialty discipline allows a mentalist total control of his body. The effects include but are not limited to: Resistance to extremes of temperature, controlling body pressure to walk on liquid or semi-liquid surfaces, resisting extremes of pressure, and going without air for extended periods of time. Several types of environments can be resisted simultaneously with a -1CS penalty per environment after the first. While using this discipline a mentalist can move no faster than walking speed and can perform no complex actions including combat. The maximum amount of time this discipline can be used is a number of turns equal Logic score divided by 9 minus the mentalist’s level in Body Control (LOG/(9-Disc. LvL)). Once used this discipline cannot be attempted again for a number of minutes equal tothe number of turns used.

Channeling III

Success Rate: Discipline Level

Pr: Channeling I Lvl 5

Limit: One successful use per day per level

A successful use of this specialty discipline allows the user to seize and redirect energy attacks aimed at him (Beam weapons, electrical current, sonic waves, etc) so as to not be harmed by them. If successful, the mentalist may redirect the attack at another character, either at the one who fired ora nother person. The mentalist must roll against the level ofthis discipline minus one, plus his dexterity modifier to successfully hit the target. If the mentalist hits, the damage caused is as per the original attack and the color result the mentalist rolled. This discipline must be checked every turn it is used.

Channeling IV

Success Rate: Discipline Level

Pr: Channeling II Lvl 5

A successful use of this specialty discipline allows the user to manipulate magnetic and gravitational patterns around himself, so as to control and redirect any ballistic and melee attacks. If successful, the mentalist may redirect the attack at another character, either the one who fired or another person. The mentalist must roll against the level of this discipline minus one, plus his dexterity modifier to successfully hit the target. If the mentalist hits, the damage caused is as per the original attack and the color result the mentalist rolled. This discipline must be checked every turn it is used.

Cure Others

Success Rate: Discipline Level +1CS

Pr: Heal Others

Limit: 2 successful uses per day

This specialty discipline can be used as Medical Treatment: Disease, Infection, Infestation, Poison, or Radiation, without the need for drugs of any kind. Only one function per use can be attempted. This discipline can only be applied to a character other than the user.

Cure Self

Success Rate: Discipline Level +1CS

Pr: Heal Self

Limit: 2 successful uses per day

This specialty discipline can be used as Medical Treatment: Disease, Infection, Infestation, Poison, or Radiation, without the need for drugs of any kind. Only one function per use can be attempted. This discipline can only be applied to the user.

Extension

Success Rate: Discipline Level +2CS

Limit: 2 successful uses per level per day

This specialty discipline is only used in combination with another discipline to extend it’s range by a factor of [Disc. Level] times the Result Level. ie. a Yellow Success extends the range by a multiple of [Disc. Level] x 1 while a Cobolt result extends the range by a multiple of [Disc. Level] x 4 It also can increase the duration in the same manner. This discipline represents the concentration and mastery of the mind by a mentalist.

Find Weakness

Success Rate: Discipline Level +2CS

Limit: 1 successful use per level per day

This Specialty discipline works exactly like the specialty skill Spot Weakness except that the modifier is added to the “to hit” column rather than to the IM. This discipline can only be attempted on one individual at a time and must be rolled separately for each individual. This discipline works for both physical and mental combat. This discipline counts as an attack and no other attack disciplines can be used in the same round.

Impression

Success Rate: Discipline Level

Limit: 1 attempt per month

This specialty discipline allows a mystic to enlighten a non-psionic character if the character meets the requisite Logic, and also create psionically powered objects. This discipline is so draining on the mystic that it can only be attempted once per game month whether successful or not. After an attempt a mystic cannot use any disciplines for a week and must sleep for 20 hours. The mystic attempts to implant an enlightened one specific discipline and if failing the recipient can never learn that particular discipline. Once one level of one discipline has been implanted, the character is from then on an enlightened one and advances normally. If trying to create a psionically powered artifact use the same procedure as above with the exception that any discipline except this one can be implanted. If the discipline has a prerequisite then any and all prerequisites must be placed within the object first one level at a time at the rate of one discipline level per month, with any failure meaning the object can never hold that particular discipline and implatation must stop there. The appropriate materials, their costs and availability will be determined by the referee, but only special rare materials can actually be used in this manner; common materials should not be used. A mystic must first posses a discipline if he wants to implant it within a person or object.

Invisibility

Success Rate: Discipline Level +1CS

Pr: Illusion Lvl 3

Limit: 2 successful uses per day.

This specialty discipline is a refined form of illusion in that it creates an illusion of the mentalist not being there in the minds of all creatures within a 10 meter radius of himself. The illusion fades automatically after 5 * (Disc Level) turns, or when the user loses concentration. While this discipline is in effect, the user cannot move faster than walking speed and do no complex actions including engaging in combat. This discipline has no effect on machines or people outside the area of effect. If the mentalist can make a blue or better success with Telepathy: AI, then the machines listed under Telepathy: AI can also be affected.

Mental Probe

Success Rate: Discipline Level -1CS per 20 points of the target’s Logic.

Pr: Telepathy: Characters Lvl 4

Limit: One successful use per level per day

This specialty discipline allows the mentalist to probe into another’s mind for specific information. The depth of information that can be read depends on the level of success. *Yellow – The mentalist can read surface thoughts *Green – The mentalist can read deep, hidden thoughts *Blue – The mentalist can read into the target’s memory *Cobolt – The mentalist can read into the target’s subconscious This discipline can only be used on character races unless the mentalist also posses Telepathy: Aliens and/or AI of level 4 or greater.

Mind Control

Success Rate: Discipline Level

Pr: Fear Lvl 4, Infatuation Lvl 4, Paralysis Lvl 4 Suggestion Lvl 4

Limit: 1 successful use per day

This Specialty discipline allows the mentalist to seize a character’s mind and control his body like a marionette. The target is allowed to make a saving roll using Logic divided by 10 as his “Logic level” minus the “Logic level” of the attacker. Any success is enough to resist total control, but still allows the mentalist to automatically affect the target with one of the prerequisite disciplines at the original level of effect. The maximum time another can be controlled is a number of turns equal to the mentalist’s Logic divided by ((9 – Disc. Level) x (Color Modifier)). Color Modifier are Cobolt=1, Blue=2, Green=3, Yellow=4. The maximum range of the initial attack is forty meters. There after range doesn’t effect the discipline.

Mind Link

Success Rate: Discipline Level +2CS

Pr: Clairaudience Lvl 3, Clairvoyance Lvl 3,

Telepathy: Animals

Limit: one successful use per level per day.

With this specialty discipline a mentalist is able to link his mind to that of one specific animal, usually a pet. This allows the mentalist to, upon a successful roll, control the animal and use all of it’s senses. While this discipline is in effect, the mentalist can do nothing except speak and hear through his own body, but can use other mentalist disciplines with the pet being the focal point for any disciplines. The maximum time a mentalist can control the pet is [Logic/(9- Disc. Level)] in minutes. To first forge a link with an animal, the mentalist must make a successful mind link roll once a day for 40 days (one month) before he can utilize pet. If the mentalist also possesses Astral Projection and is killed he can attempt to make a cobolt roll against his Astral projection to survive the death of his body and inhabit the pet, allowing it control when he astrally projects. If this is done the mentalist loses this discipline and cannot buy it again unless he gets a new (empty) body, belonging to a member of a sentient race.

Precognition

Success Rate: Discipline Level +1CS

Pr: Clairaudience Lvl 4, Clairvoyance Lvl 4, Timeread

Limit: 1 successful use per two days

This specialty discipline allows the mentalist to look into the future and gain some insight of what’s going to happen. The referee should be vague and cryptic in his responses and not to let this power be abused by players to ruin his scenario. The Referee may also secretly make a discipline check when the mentalist or someone close to him is going into a dangerous situation. The color of the result determines how much information is gained and how clear the vision is. The referee must keep in mind that this is only a quick glimpse into a specific time and provides no information about circumstances leading up to the event. Also remember that looks can be deceiving.

Psionic Time Travel

Success Rate: Discipline Level

Pr: Timeread, Astral Projection Level 2

Limit: 1 successful use per week

This specialty discipline allows the mentalist to actually send his astral body back in time. The maximum distance back in time a mentalist is able to travel is [Logic/(9-Level)] in months. The mentalist can effect events and even change history, but this is very dangerous to the mentalist and his time-line. The actual effects of changing history are up to the referee. While travelling the mentalist suffers all the effects of Astral projection and timeread, except that when moving foreword at real-time speed the mentalist can interact with the time-line. This discipline puts such a strain on the user that it can only be accomplished once per week.

Psychic Crush

Success Rate: Discipline Level

Pr: Telekinesis Lvl 4

Limit: 1 successful use per two levels per day

This specialty discipline is a combat form of Telekinesis where the mentalist puts telekinetic pressure on the target. The damage is applied to defenses first unless the mentalist rolls a 01-02, in which case the telekinetic field is applied underneath all armors except natural armors. The damage is equal to 1/2 Logic + (Disc. Level x 5). The range of this power is forty meters.

Psychic Surgery

Success Rate: Discipline Level minus target’s Sta mod.

Pr: Heal Others, Heal Self, Heal Self Fully Lvl 3, Psychokinesis Lvl 3

Limit: 1 successful use per day

This specialty discipline allows a mentalist to do delicate modifications to organic tissue from Healing all sorts of ailments to causing hemorrhages, cramps, and pains of all kinds. The range of this discipline is touch, and that touch must be flesh to flesh. To perform this discipline the mentalist must concentrate for one complete round doing nothing else before performing this discipline.

Psychokinesis

Success Rate: Discipline Level

Pr: Telemanipulation Lvl 4, Clairvoyance Lvl 3

Limit: 1 successful use per level per day

telekinetic manipulation of extremely fine control. The user is able to do fine work as if using high-tech tools, including microscopic ability for the purposes of fixing, making, and manipulating of electronic, mechanical, and biological systems. To accomplish any of these things the user must have the requisite skills to allow their use. Example: pick locks requires Security Systems: Open Locks, doing open heart surgery requires Medical Treatment: Wounds IV. The maximum mass to be manipulated is one kilogram because this is a manipulatory discipline rather than a movement discipline.

Shield: Area

Success Rate: Discipline Level +3CS

Pr: Shield

This specialty discipline is identical to the Shield discipline with the exception that the protection extends to a radius of one meter per color result from the user. Yellow =1, Cobolt=4, etc.

Telepathy: AI

Success Rate: Discipline Level or Level +X

Pr: Telepathy: Aliens Lvl 4, Animals, Characters Lvl 4

This specialty discipline allows a character to enter the mind of intelligent robots and computers for the purpose of communication. An AI is defined as a robot of level 4 or greater, including Mechanons and other sentient robots, including computers of level 5 and above, but excluding cyborgs. The success rate is Level +X if the AI is receptive. If the AI is not receptive the success rate is the user’s discipline level. Once contacted, the AI is not forced to be pleasant, but cannot shut out the user’s attempts at communication. An AI who has undergone telepathic linkings numerous times can mentally converse quite well, otherwise the AI must keep it’s replies short and basic.

Exit Requirements & Options

Profession Specialty Exit Requirements Exit Options
Combat
Psi
Combat Psi Lvl 4 All Spec. Skills Mentalist Level 5Any Specialty
Contact
Psi
Contact Psi Lvl 4, All Spec. Skills Level 4Any Mentalist Specialty
Mystic Mystic Level 5, All Spec. Skills Mentalist Level 6Any Specialty
Psychic InvestigatorPsychic Investigator Lvl 5, All Spec. Skills Level 4Any Mentalist Specialty
Psychic SurgeonPsychic Surgeon Lvl 5, All Spec. Skills Level 5Any Mentalist Specialty

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