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Thread: The Ultimate Mentalist

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    Here’s our back-cover text describing TUM:

    THE POWERS OF THE MIND

    Few things fascinate gamers as much as mental powers — the ability to read (or control) minds, to move physical objects with just a thought, to foresee the future, to fight entire battles in one’s mind. But while intriguing, psionic abilities can also prove difficult to handle in a gaming context, due to the potential for overwhelming power. Creating and playing a mentalist character can be a real challenge.

    The Ultimate Mentalist is your guide to mental powers and characters who use them in the HERO System. It includes:

    —a discussion of the various types of mentalist characters and how to create them using the HERO System rules

    —a review of Mental Powers such as Ego Attack, Mind Control, and Telepathy, and of related powers like Telekinesis, with advanced and expanded rules for each

    —a Mentalist Powers chapter with over 250 pre-built mental powers, abilities, and gadgets, most with options so you can easily customize them to suit the character you have in mind

    —a genre-by-genre review of mentalists with sample characters for each type of campaign

    —expanded rules for Mental Combat, including special Mental Maneuvers and rules for at-the-speed-of-thought battles in the Mind Zone

    —advice and guidance for GMs with mentalist characters in their campaign, including how to define and create mental powers, keeping mentalists under control, and running all-psionics campaigns

    Prepare to have your mind expanded by The Ultimate Mentalist!


    ISBN: 1-58366-062-3
    SKU: DOJHERO114
    Price: $29.99 US

    You can buy this book in our Online Store.
    You can buy this PDF in our Online Store.

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    Steve Long's Avatar
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    Re: The Ultimate Mentalist

    Here’s a copy of ghost-angel’s review of TUM. Feel free to post other reviews, or links to them, if you like!

    The Upside:

    The Ultimate Mentalist (TUM) goes into mental powers in the Hero System in detail. Covering the major genre's of Role Playing and how to deal with them in Hero System terms. In brief it covers making Mentalist characters, campaigns and Powers.

    A Mentalist is any character whose primary schtick, source of power, or overall theme centers around mental effects like Telepathy, Telekineses, Clairvoyance and any other number of "Powers Of The Mind."

    Chapter 1 - Mentalist Characters. Jumping right into it we start with Mentalist Basics, which covers various backgrounds, archetypes and personalities that Mentalist types have throughout the many genre of gaming. It does a good job in a short space of drawing examples from all over to show the different aspects that make up a Mentalist. From there we get a good detailed explanation of the EGO Stat in Hero Gaming, and some notes on other stats as they relate to the Mentalist. Then Skills, in the default Hero Rules there are no EGO Based skills. But this book adds three new skills, all of them EGO Based. Mental variations on Stealth, Disguise and Concealment, all of which are nice touches for campaigns using or centered around Mentalists. There is also a short description of how to use Intellect Skills (INT Based) as a Mentalist. A page on Perks and Talents as applied to this character, and finally the meat of the chapter: Powers. We get expanded rules, optional rules and more detail on the various Mental Powers than the basic rules have. New Advantages, Limitations and applications of the Mental Powers, as well as notes on how Mentalists can use Non-Mental Powers. The chapter ends with a few pages covering Character Disadvantages specific to the Mentalist type.

    All in all the Chapter does an excellent job of going over how to deal with Mentalists in a game from the Rules point of view.

    Chapter 2 - Mentalist Powers. This is the bulk of the book right here, I counted 275 Power Write ups on a quick count through. The chapter is broken down into various Mental Themes, each Theme is then broken down into Basic Powers, Offensive Powers, Defensive Powers, Movement Powers, Sensory Powers and Miscellaneous Powers (not all themes have all the subcategories). The Themes are: Cybnerkenesis Powers, for controlling computers and machines. Mental Defense Powers, a general section on mental defense. Ego Attack Powers, another fairly general section on attacking mentally. Emotion Control Powers, manipulating others through their emotions. Hyper-Mind Powers, powers revolving around simply being a super fast thinker. Illusion Powers, creating images with your mind. Mental Illusions, projecting images into another persons mind. Mental Projection, the ability to project your "mental self" (or psyche) onto others. Mind Control, manipulation of others minds. Precognition Powers, focusing on sensing the future or past. Psychic Powers, a collection of Powers primarily intended for Heroic Campaigns (such as Pulp Hero). Sensory Mental Powers, a collection of Mental Senses. Telekinetic Powers, a general section of moving objects with your mind. Telepathy Powers, stated as the "default" category for more Mental Powers this is a catchall theme. Mental Gadgets, which is a number of powers written up to be used as gadgets instead of inborn mental powers.

    It's a pretty basic list of write ups to help new players or inspire anyone. Two parts really stand out however. Under Emotion Control there is an Alter/Inflict Emotions Table which covers various modifiers and effects of inflicting or altering four base emotions: Anger, Fear, Love and Sadness to a wide variance of degrees. And some notes on how to use those four for other emotions (such as the Anger section for Hatred). The second item of note that stands out is under Sensory Mental Powers, and is an Aura Table as part of the Aura Vision Write-Up, providing a helpful guideline to any characters "psychic aura." Which is always fun for flavor in a game. And like all sections of Hero Write ups there are notes on variant versions or how to make a power stronger or weaker.

    Chapter 3 - Mentalists Genre By Genre. This is a short chapter with examples of Mentalist characters for each of the major genre's Hero has mentioned. There are four Champions (Superhero) characters, two are rewrites using some of the optional rules in this book of previously introduced villains, and we get two new characters for Champions (one Hero and one Villain). We have one Cyberhero villain, a super solider experiment. A Dark Champions character who is a good example of a Mentalist Character without the classic Mental Powers. Two Fantasy Hero write ups, one a psionic adversary and the other a Psionic beast. A Horror Hero write up of a psychic vampire. A Post-Apocalyptic Hero write up of a villainous cult. A Pulp Hero psychic detective. And finally three Star Hero characters, the first a Psi-Soldier from an alternate time line, a psionic race of aliens and a classic Psionic Science Fiction character. The write ups come with plot seeds as well for most of the characters. And each section has a few paragraphs on appropriate levels of Mental Powers for each genre.

    Chapter 4 - Mental Combat. The first part is a general overview of Mental Combat under normal conditions in the Hero System. A few expanded explanations and a sidebar note on how one can speed up the mental aspect of Combat. Then we get to the meat of the chapter: new stuff. First up are Mental Martial Maneuvers. An item that I believe has been a long time coming for Fifth Edition. There is a section regarding adapting Standard Maneuvers in Hero to Mental Combat, then twenty-two Mental Only Maneuvers; 9 Basic Mental Maneuvers anyone can perform and 13 Advanced Mental Maneuvers that work exactly like Martial Maneuvers. After that there is a brief discussion regarding how to add a new Base Characteristic to the Hero System just for Mentalists, Psyche (PSY), and derived stats with a note that this is best suited specifically for Mentalist Campaigns. There is also a section on adapting the current Characteristics specifically to Mental Combat. Then we get a new concept: The Mind Zone. A special "dimension" where only Mental Combat takes place. For those who are having flashes to the nearly game breaking idea of The Speed Zone in The Ultimate Speedster worry not: This one is similar but not the same. The Mind Zone is a mental plane where things occur at "the speed of thought" and only those who have the Enter The Mind Zone Power can interact with each other.

    We get some interesting options for running various types of Mental Combat in a game. Most of which can only add to the flavor of the game.

    Chapter 5 - Campaigning With Mentalists. The final chapter covers the many aspects of running a Mentalist campaign, or just running a game with Mentalists in them. It starts out with a discussion on the groundwork of Mental Powers in a game. Options on how they work, social issues that may arise, rules considerations when allowing Mental Powers and similar. The first section ends with a walk through of setting up Psionics in a Star Hero Campaign set in the Terran Empire setting. The second part of the chapter gives some descriptions of various Mentalist Campaign Themes and ideas to run them. It also goes into the various major problems of running games centered around Mentalists, or having a Mentalist in an otherwise non-Mentalist game. It ends the book with a discussion on Mindscapes, the mental landscape that exists only in ones mind.

    The Downside:

    There's not much of a down side to this book. It's thorough, detailed, well thought out, well organized and clearly presented. The few complains I have are quibbles at best.

    Chapter 3, Mentalist Characters. Hero has released three sub-genre books to date (Teen Champions, Galactic Champions, and Dark Champions: The Animated Series), it would have been nice to see examples of characters for those sub genre's. I would have removed one or two of the four Champions write ups to make room for these.
    Chapter 4, Mental Combat. It would have been a nice touch to give rules for creating Mental Martial Maneuvers the same way that The Ultimate Martial Artists gives rules for Normal Martial Maneuvers. Though the ones presented are pretty thorough in covering all the angles.

    The artwork is decent, if a bit sparse. But given the amount and quality of the actual information in the book that's fine by me.

    The Otherside:

    Given that the Ultimate series focuses on how to run certain tropes in the Hero System there isn't a lot for non-Hero gamers here. Though there are a few choice bits that are good for anyone; the section on Mental Character types and personalities. And the ideas of setting up and running Mentalist/Psionic Campaigns are both good fodder for any gamer to work with.

    In conclusion the book is an excellent resource for running Mental based characters or Mental Powers based campaigns. There's no single genre focus to the book, covering all the genre's pretty much equally. If any exists it's possibly towards the Sci-Fi Genre and "Psionics" in a Space Opera campaign. But that's certainly not a focus. There's very little left out when it comes to making and playing with Mentalists and Mental Powers. It's a solid piece of work well worth the price of picking it up. And like all Hero Rule Books there is a comprehensive Index should you need to find anything quickly. The book also includes a good bibliography of source material.
    Steve Long
    Young Curmudgeon

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    Re: The Ultimate Mentalist

    Expanded Unoffical Bibliography for the Ultimate Mentalist.

    All books in English. Movies are Subtitled if not in English.

    Comics
    Akira
    Battle Angel (psychometry)
    Domu (telekinesis, teleportation, mental illusions, telepathy, mind control)
    Flower of the Deep Sleep
    Ghost Hunt (various psychic powers used in hunting ghosts)
    JLA (Jonzz)
    Land of the Blindfolded
    Legion of Superheroes
    Miracle Girls
    Sakura Taisen (teleportation, telekinesis, other powers alluded to)
    Seraphic Feather (telekinesis)
    Silent Mobius (telekinesis)
    Striker/Spriggan (telekinesis, psychometry, retrocognition)

    Books
    Amrita by Banana Yoshimoto (minor telepathic/precognitive abilities do show up in some of her other stories)
    The Callahan's series, The Stardance series, Telempath Mindkiller, Time Pressure, and Lifehouse by Spider Robinson
    Crossfire by Miyuki Miyabe (Dark Champion Setting)
    Drenai series by David Gemmell (telepathy, astral travel, precognition, more)
    Dune by Frank and Brian Herbert
    Echoes of the Great Song by David Gemmell (as above, plus psionic technology)
    The various Flinx books by Alan Dean Foster
    Galactic Milieu by Julian May
    The Game Players of Titan by PK Dick
    Hollow Man by Dan Simmons
    The Journeys of McGill Feighan by Kevin O'Donnell Jr.
    The MindStar/Gregg Mandell books and the Night's Dawn Trilogy by Peter F Hamilton
    Mobile Suit Gundam by Yoshiyuki Tomino
    Naoko by Keigo Higashino (While psychic powers are the cause light otherwise)
    Paratime series by H. Beam Piper (layered memories, precognition, reincarnation, channeling)
    Perry Rhodan stories by various
    Psi-Man by Peter David
    Psion, Catspaw and Dreamfall by Joan D. Vinge. (all excellent reads!!!) (telepathy, telekinesis, telepathy, mind control, telepathy, teleportation, and did I mention it has telepathy?)
    Pstalemate by Lester Del Ray
    Ringu by Koji Suzuki
    Stones of Power series by David Gemmell (as above, plus examples of natural psionic enhancers)
    Twilight's Kingdom, Tears of Time, To Fall Like Stars by Nancy Asire
    Ubik by Philip K. Dick
    The Uplift series by David Brin
    War Against the Chtorr by David Gerrold
    The Warlock in Spite of Himself series by Christopher Strasheff (telepathy, psychokinesis, teleportation, etc)
    What the Maid Saw by Yasutaka Tsutsui

    Non-Fiction
    Clairvoyance and Thoughtography byT. Fukurai (Part of Suzuki's research material for Ringu)

    Movie and Television
    The Dead Zone (Both TV and Movie)
    Doctor Who
    The Ghost Whisper
    The Happening
    Heroes
    Indiana Jones and the Kingdom of the Crystal Skull
    Isola: Tajuu jinkaku shôjo
    Medium
    Mezzo and Mezzo Forte Anime series with prophetic dreams and visions.
    Nightmare Detective Telepathy and psychic access to people's dreams.
    The Others (TV Series)
    Outer Limits (various)
    Prayer Beads The Sixth and Seventh Bead
    Premonition (Thoughtography and A paper that predicts the future)
    Pyrokinesis (Bad film adaptation of Crossfire)
    Ringu and Ringu 2 (go Sadako go)
    Push
    Roswell
    The Sender
    The Tomorrow People
    Twilight Zone (various)
    Uninvited Korean film
    Witch Hunter Robin

    Video Games
    Champions Online
    City of Heroes and City of Villains (Mind control, Secondary Psionic Blast powers for Defenders and with Issue 12 Psionic Blasters)
    http://yamamurahouse.com/
    My Flickr Photostream
    Itsuka sekai o shirai suru zo!


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    A little girl teaches
    The cat to dance.
    -Issa

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    Re: The Ultimate Mentalist

    Quote Originally Posted by Twetsbes73 View Post
    Nice guide, it would help me a lot more if it was for the controller. but i know how hard it is on some songs for the guitar, so good job man, your most likely one of the best platyers ive seen. Deifantlly A award if i could recomemed.
    ???Wha??? Miss post maybe?
    if the Norse say that Fenris is a Dark hued wolf, then where are the Wolves of Winter?



    "We must not expect too much from reason; argument rarely settles a [political] question, although it is the only means for learning- not to see clearly, but to see more clearly than before."
    Karl Popper 1963:227

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    Re: The Ultimate Mentalist

    Quote Originally Posted by Wolf View Post
    ???Wha??? Miss post maybe?
    Spammer. He's gone now.

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