Mentalist Powers of the Brights

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Common Mentalist Disciplines: </span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Brights have inborn psionic powers. The ones listed below
are common for adults of the species to have. Youths have the powers with a (Y)
after them but lower their chance of success by -20 percent; they have not
developed the other disciplines yet. Give Elders a +20 percent modifier.</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Power</span></em></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'"> <strong><em>Drain
(Y)</em></strong> </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 50%. Limit: 1 use every other turn. Range: 10
meter radius. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: Similar to
Leach Life, the Power Drain discipline saps all non-bright life forms and
energy sources of 1d10 STA (or 1d10 SEU). Half of the total damage inflicted on
others becomes a temporary STA boost for the Bright – it will lose any STA
above its normal level after an hour. The being can be much more selective in
its power by touching a plant (or animal or power source) and slowly feed at
the rate of 1 STA or SEU per turn rather than an area attack; this is how it
feeds.</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Channeling: Energy Barrier</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 50%. Limit: 4 uses per day. Duration: 6 turns.
</span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: While this
discipline is in use, the bright cannot use Power Drain. This power allows the
bright to channel any energy attacks – such as beam weapons, electrical
currents, sonic waves, etc. – away so it will not be harmed. If a character or
object is directly behind the bright, roll the attack again with a -30 percent
modifier to see if it is hit. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Electrascreen</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 60%. Limit: None. Duration: 10 turns. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: The bright
can create and project a shape in the electro-magnetic spectrum. Anyone
scanning for a force field’s tell-tale signature will believe they see one
where it doesn’t exist. This discipline also helps fool robots, remote sensors,
etc.</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Infrascreen</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 60%. Limit: None. Range: 20 meters. Duration:
10 turns. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: The bright
can create and project an image in the infrared spectrum. Anyone scanning for
infrared images or heat signatures will detect the image, believing the bright
is where nothing exists. This discipline also helps fool robots, remote
sensors, etc.</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Levitation (Y)</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 100% (STA). Limit: Two turns of rest after
each use. Range: 16 meters above ground. Duration: 12 turns. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: The bright
can levitate off the ground, on average up to 16 meters. It cannot fly, but
would rather have to pull itself along somehow to move sideways; this could be
accomplished if it floated up into a tree canopy or along a wall or cliff side.
If falling, a bright could use this power to come to a feather-light stop, but
the referee should use his best judgment since a lot would depend upon the
speed and distance the creature is falling.</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Mental Invisibility (Y)</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 110% - target’s LOG. Range: 30 meter radius.
Limit: Does not affect robots or characters observing an area using remote
sensors. Duration: 10 turns. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect:</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'"> The bright can
force all creatures – except other brights – within range not to notice it. The
character makes an attack roll against all creatures within range (a Logic
contest between the bright and the intended victims). Any creature or character
successfully attacked cannot sense the bright, but others who succeed can. If
other characters enters the bright’s sphere of invisibility, a new attack roll
is made for each one. Characters who previously detected the bright but were
then forced not to when they entered the area of effect receive a +20% modifier
to their defense rolls. Any character or creature attacked by the bright will
immediately notice it, but the bright gets a free attack. Automatic success and
failure rolls have no further effect.  </span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'"> <strong><em>Shield</em></strong></span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: Automatic (LOG); Range: Self; Limit: None, but
cannot use other Mentalist powers while in use. Duration: While concentrating. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: This
discipline allows the bright to automatically known when someone is trying to
intrude on its thoughts or perform a mental attack. It does not indicate who is
doing the intruding or attacking nor does it tell what power is being used. The
bright can – and usually will – throw up the shield the following turn. It will
prevent the use of Telepathy (including Read and Send Thoughts), Empathy,
Illusion, Suggestion and Possession. All other mentalist attacks or probing
would have a -30% modifier against them. The bright can maintain the shield for
as long as desired but cannot use its other psionic abilities. After prolonged
use – more than a day – it will start suffering damage to its Logic score.</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Static (Y)</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 60%. Range: 80 meters. Limit: None. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: With this
discipline, the bright sends out a disruptive field of mental energy that
interferes with broadcast transmissions including communications, scanners
(radar, sonar, IR, UV, etc.) and radio communications between a robot and a
robot brain or computer control facility.  </span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Teleport: Limited</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 60%. Range: 60 meters. Limit: Every other
turn; it can walk but not run while trying to use this discipline. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: The bright
can teleport to an area that it can clearly see within 60 meters of itself (40
meters for youths, 80 meters for elders). If an automatic failure is rolled
(98-00) then it is stunned for 1d10 turns and cannot use this power again for 8
hours. Or, if there is a creature, character or object touching the bright, it
could use this power to send that thing to the destination spot – even in
mid-air. This would cause falling damage while any characters directly under
the falling object would need to make a Reaction Speed check to avoid getting
hit.</span></p>

<p style="margin-bottom: 6pt; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Elder Mentalist Powers</span></strong></p>

<p style="margin-bottom: 6pt; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Not all bright elders develop the
following Mentalist disciplines and some can learn other ones, but these are
important for fighting the Scarlett Ghosts and their ilk.</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Link</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: Automatic (LOG); Range: 10 meters; Limit: 4
other brights, Duration: 10 turns. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: The bright
elder can link its mind with up to four other brights (and possibly Mentalist
characters) within range. For every one linked to the bright, it receives an
additional +10 percent modifier for whatever other discipline(s) it attempts to
use the following turn. If the discipline has a range, it is boosted by 50
percent for every mind linked. If the power inflicts damage, that is improved
by 25 percent for every mind in the link. The other brights/Mentalists joined
in the link can do nothing else but offer support. If the character they are
linked to sustains damage (mental or physical) then they too absorb one-tenth
of that damage (round down any fractions).</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Link: Focal Point</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: Automatic (LOG); Range: 100 meters; Limit: A
total of 10 linked groups of brights/Mentalists, Duration: 10 turns. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: A very
powerful psionic power – and very rare -- the bright elder not only can link
its mind to four other brights (it has to have the Link discipline before this
one develops) but can join that group with 9 other parties of linked
brights/Mentalists within range. A maximum of 50 brights/mentalists can be
linked in such a manner. For every one linked to the bright, it receives an
additional +10 percent modifier for whatever other discipline(s) it attempts to
use the following turn. If the discipline has a range, it is boosted by 50
percent for every mind linked. If the power inflicts damage, that is improved
by 25 percent for every mind in the link. The other brights/Mentalists joined
in the link can do nothing else but offer support. If the character they are
linked to sustains damage (mental or physical) then they too absorb one-tenth
of that damage (round down any fractions).</span></p>

<p style="margin: 0in 0in 6pt 0.25in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Imprisonment</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 20%. Range: 20 meters. Limit: Once per day;
only useful against energy-related beings. Duration: Indefinite. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: This power
essentially bonds and imprisons another being in an inanimate object – such as
a building – or even a living thing such as a tree. The imprisoned creature is
unable to act or move or even communicate while “encased.” (Exception: the
Scarlett Ghost appears to have the ability to influence others by generating
negative feelings such as envy, lust, greed, hatred, etc.) The imprisonment
ends when either the inanimate object is destroyed or the living being dies. </span></p>

<p style="margin: 0in 0in 6pt 0.5in; text-indent: -0.5in; line-height: normal" class="MsoNormal"><strong><em><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Banishment</span></em></strong></p>

<p style="margin: 0in 0in 6pt 0.5in; text-indent: -0.25in; line-height: normal" class="MsoNormal"><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Success Rate: 10%; Range: 10 meters; Limit: once per day;
Duration: Indefinite. </span></p>

<p style="margin: 0in 0in 6pt 0.25in; line-height: normal" class="MsoNormal"><strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">Effect</span></strong><span style="font-size: 10pt; font-family: 'Arial','sans-serif'">: Another very
powerful psionic power – and very rare – the bright elder can use this power to
banish a creature or character to alternative plain of existence. This power is
not used lightly, however, as it’s chance of success is low, but it also causes
harm to the elder – possibly even death – and damage and possible death to
those supporting it. Often the elder uses this power while using Link and/or
Link: Focal Point. The damage that the elder receives is based on the
Stamina/Logic of its opponent.</span></p>