Mentalist

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Intelligence Requirement:Simple (1)
Stage Stamina:1D-1 (0-5)
Bonuses:5 new Abilities from the MBA table

Essentially, for a stage of Mentalist you get to pick five (5) more abilities that you are capable of. When gaining a new stage, you can change selections from previous stages.

RANGE is the effective distance the Mentally Based Abilities can be used.
COST is the number of points of Willpower sequestered by activating the ability.
STAGE is the minimum stage of Mentalist required to select the ability.

The duration for employing an ability is the duration that a being is willing (pun attempted) to be down that much Willpower.

It is possible to use an ability the drives a being to zero or lower Willpower, but the effect will be brief as the being will fall unconscious at the end of their turn and will not wake up until they regain positive Willpower again.

Regaining the spent Willpower is (somewhat ironically) a Willpower Check. On any turn, if there is at least one Willpower point that has been released from MBA, one point of Willpower will be regained with a successful Willpower Check (roll 2D6, get under or equal current effective willpower - double 1's count as automatic success). Additionally, dice from the dice pool can be spent to bolster calmness, reducing the check roll by 1 point per die used.

ABILITY TYPE RANGE COST STAGE
Read Emotion mental control perception 0 1
Alter Emotion mental control perception 1 2
Read Thought mental control perception 1 1
Alter Thought mental control perception 1 2
Read Memory mental control perception 2 2
Alter Memory mental control perception 2 2
Possess mental control perception 3 3
Hitchhike mental control perception 3 4
Spasm physical control perception 1 1
Limb physical control perception 2 1
Body physical control perception 3 2
Bonus to Movement +1 meter biological touch 1 1
Bonus to Physical Attribute +1 (Total < 7) biological touch 1 1
Bonus to Physical Attribute +1 (Total >= 7) biological touch 1 2
Negative to Physical Attribute -1 biological touch 1 1
Healing / Harming 1/die(pool) biological touch 1 1
Healing / Harming 1d6/die(pool) biological touch 1 2
Healing / Harming 1stam/turn biological touch 1 3
Telekinesis 100 N manifestations perception 1 1
Blunt Telekinesis ~4000 N - 1D Damage manifestations perception 1 2
Energy Manipulation - Attack 1d6 manifestations perception 1 2
Energy Manipulation - Absorb (4 pts) manifestations perception 1 1
Energy Manipulation - Generate 100W manifestations perception 0 1
Produce Noise - Non-specific clicks and wispers manifestations perception 0 1
Produce Noise - Mimic Voice +1 to Persuade manifestations perception 1 1
Produce Noise - Startling Roar / Scream manifestations perception 2 1
Produce Noise - Ear-Piercing Rukus manifestations perception 3 1
Fold Space 1m² manifestations perception 10 5
Shield (7 pts, duck buffer = awareness) manifestations touch 1 1
Shield (1 pt intermediats scale, manipulated) manifestations touch 2 3
Cryptic Hint prescience N/A 0 1
Good Hint prescience N/A 1 2
Juicy Morsel prescience N/A 2 3
Real Nugget prescience N/A 3 4
Totally Unfair Knowledge prescience N/A 4 5
Bonus to Hit +1 prescience N/A 1 1
Bonus to Duck +1 prescience N/A 1 1
Bonus to Parry +1 prescience N/A 1 1
Ranged Parry prescience N/A 1 2
Bonus to Sneak +1 prescience N/A 1 1
Bonus to Hide +1 prescience N/A 1 1
Bonus to Locate +1 prescience N/A 1 1
Bonus to Pilfer +1 prescience N/A 1 1
Mark prescience infinite 1 2
Telepathy miscellaneous perception 0 1
Neural Blast miscellaneous perception 1 2
Mental Veil miscellaneous perception 0 0
Mental Shield miscellaneous perception 1 2
Luck +1 any roll miscellaneous N/A 2 2
Bestow (give power to another) miscellaneous touch 3 3
Combine (+1 mentalist) miscellaneous N/A 3 3




ARCHIVE VERSION

Mentalist is not a normal, independant occupation. Instead, it's a shadow capability that grows with other occupations. Once a character becomes a mentalist, they can gain Mentally Based Abilities with each stage.

There are three ways a character can become a mentalist:

  1. Classic Character Generation: When creating a character, roll three D6. If three sixes are rolled, the character can be a Mentalist at 1 MBA point per stage.
  2. Standard Character Generation: 4 points are devoted to giving the being 1 MBA point per stage. Taking this option more than once is possible.
  3. Biological/Technical Enhancement: A high stage biologist can implant the ability to gain MBA. Also, a robot can have a psionic plate added to give them MBA. (e.g.: Interrogator)

Points of Mentally Based Ability can be spent on either permanent or temporary abilities. To change permanent abilities back into points, or to regenerate points after spending them on temporary abilities, there must be either rest or meditation. Rest earns back 1 point per hour. Meditation earns 1D6 per hour.