CrosshairCollie Posted April 29, 2006 Report Share Posted April 29, 2006 Inspired by Mr. Bloodstone, I figured I'd start up a tactical thread for possibly the most versatile characters this side of those Cosmic Power Pool guys. Similar rules; just one entry per post, and preferably don't flood the place. Mind Control works better after a phase or two of Telepathy to find out what buttons your target has that need pushing. It's hard to have enough MC dice to outright dominate a foe, but it's easy to influence them into doing things ineffectively. Quote Link to comment Share on other sites More sharing options...
Adventus Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Try to mind control the bricks first they usually have low or nonexistant mental defense. Unless it is a character a friend and i made up. then you are in trouble. Mental defense of a 30 and an ego of 30 int of 5 Quote Link to comment Share on other sites More sharing options...
Adventus Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist bricks can be your best friend. Hide behind them. Quote Link to comment Share on other sites More sharing options...
incrdbil Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist The long range mentalist sniper with N-Ray or mind scan is nothing new; the carefully staged ambush of the fast movers who head to your location after you 'accidentally' reveal your location is the bonus. Quote Link to comment Share on other sites More sharing options...
Murrkon5 Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Your teammates may mock the invisible power of a mentalist. Be strong. Still, it is hard to deny that, during a action-packed battle, the mentalist seems to be just standing there with a "hundred mile stare", blowing spit bubbles. Quote Link to comment Share on other sites More sharing options...
Marketeer Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Mind Control and Telepathy work much better between battles (say, to find out where you next need to be) than they do at winning battles. Quote Link to comment Share on other sites More sharing options...
Yansuf Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Illusions should be used for misdirection. Example: an illusion of the wall and door with the door moved 4 ft to the side can really ruin the martial artist's day when he runs through it. Quote Link to comment Share on other sites More sharing options...
GoldenAge Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Wear a Judo Gi, screech Asian sounding threats (actually speaking a language isn't necessary, most players wont waste a point or two for an extra language) and jump around like a Martial Artist... If you don't and your opponents find out you're a mentalist they're likely to launch an Alpha salvo against you. They'll disregard all other (possibly more potent) threats to eliminate a guy who can get into their weak little minds. Survive by cunning, then put them to sleep after they’ve written you off as a kook. Quote Link to comment Share on other sites More sharing options...
Iuz the Evil Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Telepathic abilities are neat, but Psychokinetic powers are also advised... to prevent the seasoned mentalist from standing around looking stupid every time he runs afoul of robotic opponents. Quote Link to comment Share on other sites More sharing options...
tgrandjean Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Subtlety is the key here. Craft your Mental Control to conform to your opponents Psy lims. Create plausible illusions w/ Mental Illusion. Start with simple probes via Telepathy before you move to deep scans. Remember, an illusion of a bridge over a pit is much more effective than some sort of flying, fire breathing, dragon. Quote Link to comment Share on other sites More sharing options...
Hermit Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist There will be times mental powers will be unusuable or feel near uselesss, consider some back up in Martial Arts or some gadget when you can. Quote Link to comment Share on other sites More sharing options...
Mentor Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Mental Paralysis is the best power one can use on a physical combatant. Even just a phase or two of ineffectiveness can be the difference between victory or defeat for your team. You did remember that you are operating on a team, right? OddHat 1 Quote Link to comment Share on other sites More sharing options...
Hermit Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Mental Powers are very very scary to some, don't hestitate to remind your foes of just what you can do to them, or reveal about them, when you're intimidating them. Telepathy is only ONE way to get information Quote Link to comment Share on other sites More sharing options...
OddHat Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Talk it over with your GM before you try running a mentalist, carefully and at length. Few character types require more careful consultation to fit into a game. Cancer 1 Quote Link to comment Share on other sites More sharing options...
David Johnston Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist There is no surer way to annoy people than just randomly rummaging around out of curiosity. Quote Link to comment Share on other sites More sharing options...
GoldenAge Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist Excedrin, lots of Excedrin. Quote Link to comment Share on other sites More sharing options...
pinecone Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist If you play an Illusionist, nothing will get more milage than something real...I once played an Mental illusions dude that carried a concealed pistol...man that guy shot a lot of "Smirk...go ahead..it's not real" martial artists... Quote Link to comment Share on other sites More sharing options...
TheRavenIs Posted April 29, 2006 Report Share Posted April 29, 2006 Re: The Things I've Learned Playing A Mentalist If you play a mentalist, don't go for complete control of others, just give good suggestions that play on your target's weakness. That means invisable telepathy is a good power to use first. Quote Link to comment Share on other sites More sharing options...
casualplayer Posted April 30, 2006 Report Share Posted April 30, 2006 Re: The Things I've Learned Playing A Mentalist Costume means target; I'm wearing street clothes. Quote Link to comment Share on other sites More sharing options...
CrosshairCollie Posted April 30, 2006 Author Report Share Posted April 30, 2006 Re: The Things I've Learned Playing A Mentalist Even if you don't buy them as Visible, Fully Indirect Ego Attacks and some cover are a great way to keep the enemy guessing. Quote Link to comment Share on other sites More sharing options...
jkwleisemann Posted April 30, 2006 Report Share Posted April 30, 2006 Re: The Things I've Learned Playing A Mentalist This one's more of a "things I learned playing with a mentalist," but still viable: Even if you're 'the world's most powerful telepath,' it is not kosher to mind-control every freakin' enemy you encounter, mind-wipe them, and turn them into a hero. Yes, that happened in one I was involved in. No, I wasn't the person who approved the character. Yes, everybody was living in abject terror of the borderline sociopathic Professor X clone who believed that convenience was enough of a reason to go erasing people's entire personalities and rewriting them. No, the campaign didn't last long enough for one of us to build up the guts to find out if he really did have a telekinetic shield that'd stop a bullet to the back of the brain. Given how it ended instead, I really wish it had. Quote Link to comment Share on other sites More sharing options...
CrosshairCollie Posted April 30, 2006 Author Report Share Posted April 30, 2006 Re: The Things I've Learned Playing A Mentalist Even if you're 'the world's most powerful telepath' date='' it is [i']not[/i] kosher to mind-control every freakin' enemy you encounter, mind-wipe them, and turn them into a hero. If I ever wound up in a game where this was happening, I would go so Carlos Mencia right before subduing the guy. "Why am I doing this? Because you're --" *tap microphone on head* -- "Re-TARDED!!" Quote Link to comment Share on other sites More sharing options...
Badger Posted April 30, 2006 Report Share Posted April 30, 2006 Re: The Things I've Learned Playing A Mentalist Bricks hate you. Even a brick that is your teammates is lliable to snicker if you get walloped. Quote Link to comment Share on other sites More sharing options...
Hermit Posted April 30, 2006 Report Share Posted April 30, 2006 Re: The Things I've Learned Playing A Mentalist mentalist vs mentalist combat in comics looks very cool. In game, usually its better to target another archetype Quote Link to comment Share on other sites More sharing options...
assault Posted April 30, 2006 Report Share Posted April 30, 2006 Re: The Things I've Learned Playing A Mentalist Bricks hate you. Even a brick that is your teammates is lliable to snicker if you get walloped. You stole my joke... And my telepathy means that I know they really mean it! Quote Link to comment Share on other sites More sharing options...
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