Demonsong Posted August 4, 2003 Report Share Posted August 4, 2003 How far can you take a mentalist? Disolification (sp)? Would it be going too far; if in a Super Heroic Campaign for a Mentalist to describe the ability to turn ones self in to a body of pure mental energy. I know it’s a Supers Campaign but I try to stay believable and in character. And since this power would be going in to a multi-power with other psionic abilities I want your input as to how far out the power would be. Thanks Quote Link to comment Share on other sites More sharing options...
pinecone Posted August 4, 2003 Report Share Posted August 4, 2003 Short answer...why not? Especially if hes got Teleport powers,he just fades out but goes nowhere... Quote Link to comment Share on other sites More sharing options...
OddHat Posted August 4, 2003 Report Share Posted August 4, 2003 The Wildcards series of books explained all Super Powers as manifestations of psionics, and they're the closest to a "realistic" super-hero setting out there. If he pays the points and you don't mind having someone with Desolidification in the game, no problem. Quote Link to comment Share on other sites More sharing options...
Old Man Posted August 5, 2003 Report Share Posted August 5, 2003 I don't see why not. Just make sure it has an acceptable vulnerability. Quote Link to comment Share on other sites More sharing options...
Mordacius Posted August 6, 2003 Report Share Posted August 6, 2003 How far can you take a mentalist? This depends on two factors: - Are there any campaign restrictions on psi powers, because you guys are trying to do a particular setting? (For example, nobody but nobody could have this power in Babylon 5 HERO.) - Are there any campaign restrictions against buying Desolid? (It is a potential game breaker, so some GMs won't want to deal with it.) If nobody cares about those two things, *anything* can be defined as a mental power, if you spin it right - as seen in the aforementioned Wild Cards example. BTW: Julian May's Saga of Pliocene Exile is another good example of people getting outright superpowers that are entirely psionic - a couple of characters in it probably qualify for very fit VPPs. Quote Link to comment Share on other sites More sharing options...
MisterD Posted August 6, 2003 Report Share Posted August 6, 2003 I myself try to (but might fail once or twice) to NOT make a mentalist a jack of all trades type character. THat is for a Mage/Gageteer type character in my mind. What is the theme, focus, source of the character's psionic powers? A bunch of TK abilities and becomming pure thought. THat I do not see. A bunch of Telepathic abilities and becoming pure thought. That I see. Having.... Ooops. that is a character I am working on and might post soon for critique before puting it on my site. Quote Link to comment Share on other sites More sharing options...
Rene Posted August 6, 2003 Report Share Posted August 6, 2003 Speaking of Wild Cards, the Astronomer (a major bad guy) is a mentalist with a extremely varied array of telepathic/telekinetic abilities. He can turn insubstantial. Quote Link to comment Share on other sites More sharing options...
SilverMarble Posted August 7, 2003 Report Share Posted August 7, 2003 You might want to take a look at the Effectiveness Rating from DH#3 (I Think). We use it in our campaigns and it workes flawlessly. As far as restricting superpowers in a normal Champions Universe, I think that it falls to the player to describe the special effects. There are many ways to describe how a mentalist goes desolid, e.g. the character could excite the atoms in their body to a point where they are effictively desolid through some sort of fine work TK special effects. But please check out the ER in DH#3, I think it will give you the opportunity not to have to judge wether or not a character can have a specific power. Quote Link to comment Share on other sites More sharing options...
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