ARCANE BACKGROUND: Mentalism

Arcane Skill: Mentalism (Smarts) Starting Power Points: 10 Starting Powers: 3

The Mental Sciences were first discovered by the ancient sages of Atlantis ten thousand years ago and led to the climb of their civilization to dizzy heights. These sciences were lost for millennia, practiced only here and there by lucky, talented individuals who stumbled across the techniques by accident, and by a few isolated eastern cults. Over the last 200 years, however, the science has begun to be reborn on a more systematic level.

Mentalism is the power to use one’s own mental energy to manipulate one’s own body and to project that energy to manipulate the minds of other people. If a character does not begin with the arcane background in Mentalism, he must learn the basic techniques from a master to buy the background as an advance. Mentalism replaces the Psionic arcane background from the rulebook. Brainburn: when a mentalist character rolls a 1 on his Mentalism die he is automatically Shaken (regardless of Wild Die). On a critical failure, all beings, including the Mentalist, within a Large Burst radius, centered on the Mentalist, will become Shaken if they fail a Spirit Roll, from a flare of mental energy.

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