Mentalism | ||
Empathy | ||
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Read Emotions | 5 |
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Project Emotions | 5 |
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Thoughtspeak | 0 |
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Alter Emotions | 5 |
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Telepathy | 0 |
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Lesser Domination | 5 |
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Instill Emotions | 5 |
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Greater Domination | 5 |
Energy Manipulation | ||
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Psychokinesis | 0 |
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Pyrokinesis | 0 |
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Cryokinesis | 0 |
NOTES
For many of these powers, psychic contact is required. This may be
accomplished in one of the following ways:
Read Emotions (5) - A power based in perception, Read Emotions enables the mentalist to perceive the emotional state of a creature. Psychic shields of 2-point level or greater prevent this from working, but a mentalist with high-ranked Psyche may attempt to peer beyond the shield, possibly without the subject noting the attempt.
Project Emotions (5) - This power is a form of communication through emotional response. It essentially causes the affected creature to perceive one's emotional state, or perceive a false emotional state, as chosen by the mentalist. Though this power does not require mental contact, it does not work through any kind of shielding, and requires visual contact.
Thoughtspeak (0) - By using Read Emotions and Project Emotions in tandem, the mentalist can communicate on a very basic level with animals and other animal-like sentient creatures.
Alter Emotions (5) - This power enables the mentalist to minorly change the subject's emotional state by projecting an emotional response directly into his/her mind. This power can be negated by psychic shields, naturally, and requires a Psyche advantage in addition to a way of establishing psychic contact.
Telepathy (0) - The ability to communicate without words. Strangely, this power is non-invasive...requiring psychic contact, but not enabling the mentalist to piggy-back other mental powers. Psychic shields can prevent the use of telepathy. This power is learned automatically when the previous powers have been learned.
Lesser Domination (5) - This power enables the mentalist to give mental commands to animals and Shadow folk that must be obeyed. Note that the commands may fade quickly from memory if the mentalist is unskilled psychically, and that the creatures will not take suicidal actions, regardless.
Instill Emotions (5) - With this ability, a mentalist can instill entirely new emotions into a creature. It requires psychic contact and a distinct psychic advantage. Note that the emotion must be intimately familiar to the mentalist, or he/she cannot instill it in others, for this is a greater form of emotional projection. Suicidal despair is only possible for mentalists who have known such despair themselves.
Greater Domination (5) - This power enables the mentalist to give detailed mental commands to any creature that the mentalist can overwhelm psychically. Once the subject is dominated, there is little that the mentalist cannot force the subject to do...
The following skills are learned, not paid for, and are only available to players/elders who possess a Psyche of 50 or higher. One warning, however, overuse of the power can damage a character's mind permanently...possibly resulting in a loss of psychic strength.
Psychokinesis (0) - The ability to move objects without touching them. In terms of mental strength, assume that the physical strength with which and object can be wielded is equivalent to 1/3 of the mentalist's psyche.
Pyrokinesis (0) - The ability to burn objects/creatures...to set them on fire through thought alone. In order to do this, the mentalist must establish psychic contact and overwhelm the subject's psyche.
Cryokinesis (0) - The ability to freeze objects/creatures...to reduce their temperature to freezing. In order to do this, the mentalist must establish psychic contact and overwhelm the subject's psyche.
All text on this page is © 1997-2000 by Matthew Richardson and Kris Fazzari.
Last modified on August 28, 2000 by Kris Fazzari.