Having a Mental Ablility is the capacity to use your mind to influence things outside your
body. There are many components
and levels of expertise to Mental Abilities in general so they will be covered here.
Specific Mental Abilities will be covered
on their own pages.
Facets of Mental Abilities in General:
All of mental abilities possible for anyone to learn ( if they have a high
enough Mind Capacity, see Character Generation
) are divided into different groups or "Branches" of Mental Abilities. These
Branches can be found on the Mental Abilities List.
So if your character takes the "Control" Branch of abilities, he or she will start
out learning the 1st Stage or Level abilities of that branch. Now unlike most
other games, each ability is not a cookie cutter formula, i.e. "Mental Attack" always
costs 20 fatigue, always does 40 points of damage and always can reach targets 50
Many components of each ability (i.e. power/damage, range, duration) can be manipulated
by the character within the limits of the characters Mind Power Score, etc...
While this makes for an amazing
number of combinations, it also really slows down
the game while the player (and therefore the character) has to figure out
points needs to be put into each component. Therefore, each character can
practice or train different configurations of each ability and so during combat
etc... they can just use the ability the player has called "Mental Attack - Max
Damage" or "Mental Attack - Max Range".
These Trained Abilities start out with zero
Experience Points (or XP) and a Proficiency
of "Secondary". Each Trained Ability then gains its own experience points
the more it is used, and depending on the characters Wisdom, it will progress to
be a "Primary" Trained Ability, and then on to being "Second Nature". This
increase in proficiency gives several advantages such as in combat if two combatants
are both using mental abilities (MA) the results of the one with the higher proficiency
are calculated and take effect before those of the lower. Also Primary abilities
take half of the fatigue of a Secondary (but give all of the XP), and Second Nature
abilities take half of the fatigue of a Primary with full XP.
There is one more Proficiency rating that is called "Innate", which cannot be attained
by gaining XP. This rating only applies to abilities characters were "born
with" that get determined during character generation. These abilities can
only have four variations (or combinations of components) that can be considered
"Innate", and they receive full XP while only costing half the fatigue (ftg) of
a Second Nature ability. Another advantage of having an Innate ability is
that if you take the Branch your ability is in, all abilities you train in that
Branch start out at the Primary Proficiency, and taking that Branch costs you one
less branch point than usual ( see
Example: If you get "Heal Others" as an Innate ability it would cost your
character 1/8th the fatigue (ftg) of the base ability, you could get the Healing
Branch of Abilities for one Branch point instead of two, and when you train "Stop
Simple Poison" it starts out at a "Primary" Proficiency rating instead of "Secondary".
Components of a Mental Ability
for more information onf Mental Abilities