Mentalist Equipment

w00t's picture
w00t
January 4, 2010 - 10:59am
Have you considered equipment that enhances mentalist abilities? Or equipment that "blocks" and detects powers?




Comments:

jedion357's picture
jedion357
January 6, 2010 - 10:26pm
how about an animal that reacts strongly to the presence of mentalist powers when they are being used and is usually trained to "sniff" out a mentalist like drug dogs alert to drugs?

of course this suggests a setting where you'd have police and mentalist hunters.
sort of serenity/fire fly ish in that you'd have one or more PCs playing the role of a River Tam with Star Law, Corporate Law, and the Physche Hunters looking for them.

EDIT: Vader's meditation chamber from the empire strikes back comes to mind. Not sure what that thing was for but I could see mentalist using a meditation chamber- just have to invent a reason why and a benefit
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w00t's picture
w00t
January 7, 2010 - 8:12am
Depending on the setting mentalist might have to be registered if they have a certain power level. If a mentalist commits a serious crime using his powers there might be a special branch of Star Law (or Sector 6) that hunts them down.

Here's an idea for a mentalist tracking animal;

Akkhound
Small dog-like carnivore
Strength
38
Stamina
25
Dexterity
60
Reaction Speed
60
Perception
40
+ 50 Biometric (See below)
 Intelligence Cunning (The creature is calculating and resourceful. It can find alternative ways to meet its wants and needs)
 Speed 10/30/5
 Mass48kg
Attack
Bite +6 I:2d10 60%
Claw +4 I:1d10 50%
Defense
 None (highly susceptible to sonic attacks and low-frequency noises often causing confusion)
Creature Class
II (Threat level 133)


* Perception; akkhounds have no eyes and rely on biometric signatures that resonate from all living matter (plant and animal life). The 40 perception score is related to detecting items such as robots and other non-living objects using low-frequency grunts and sonar to detect objects in their surroundings.

Star Law employs these animals to track down criminals that misuse their gifts. Akkhounds are highly susceptible to mentalist powers (they go nuts when mentalist are close by). It's not yet known if akkhounds possess powers of their own.



w00t's picture
w00t
January 7, 2010 - 8:06am
How to read "Attack" in my stat blocks.

Attack Type
Initiative
Type of damage
Percent chance to hit
Range Increment
Rate of fire

Example;

Pummel +5 I:5d10 65%
Orgecon's pummel has a +5 initiative, causes 5d10 of Interia damage and has a 65% chance to hit.

Sonic Screech +8 S:3d10* 80% 5m ROF:1/2
Akkhounds screech has a +8 to initiative, causes 3d10 sonic damage and has an 80% chance to hit. The range increment is 5m, that is, if a character is 8m away from the akkhound the attack suffers a -10% to hit (for each range increment). Finally the akkhound can only use the screech every other turn.




jedion357's picture
jedion357
January 8, 2010 - 9:03pm
Nice I even like that name: Akkhound

We should better define "going nuts" when mentalist are nearby.

Distressed
making lots of noise
or really flipping out.

I'd lean toward aggitation and distress- its managable.

Edit: One wonders what the sathar would do with an Akkhound?
"Well Mr. Carpetbagger, we got something in this here territory called a Missouri boat ride." - Outlaw Josie Wales.

"Get ready, little lady, Hell's coming to breakfast." - Lone Waite

Gargoyle2k7's picture
Gargoyle2k7
January 9, 2010 - 11:55am
At lot of the stuff from the Star Wars games and novels could be useful for this.  Just change "Force" to "Mentalism" and have at it.  Sorry I haven't been around in so long; my internet access is somewhat limited these days.  Likewise, I'd suggest looking at some of the D&D psionic material, and adapt as necessary, as well as Alternity mindwalking material.  Equipment that enhances or dampens psionic/mentalism abilities would be great additions to this game.
Long live the Frontier!

Ascent's picture
Ascent
January 13, 2010 - 3:19pm
w00t wrote:
Depending on the setting mentalist might have to be registered if they have a certain power level. If a mentalist commits a serious crime using his powers there might be a special branch of Star Law (or Sector 6) that hunts them down.

There is already a special branch of Star Law mentioned in the Zeb's timeline at 108 fy and under "Mentalist Profession", called Psi-corps.
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