Blue Mountain
Mental Resistance
Mental Resistance is a psuedo-psionic ability that makes the character more difficult to affect with mental attacks.

A complimentary skill to Mental Resistance is Mental Perception. Those with both skills can use Mental Points from this skill to "burn a point" for Mental Perception.

Rank with this skill cannot exceed Overall Level.
  • Mental Save Bonus - Each rank with the ability increases the character's Mental save by 1% (already included in mental save in the online character sheet).
  • Mind Mask - The character can mask his mind such that ESP, Telepathy or other effects that attempt to read the character’s mind, or otherwise pinpoint his location by mental or magical means (including Crystal Balls), have a reduced chance of success. If the character rolls equal to or less than 15 + ((WP - 15) x 3) + (+3 per rank), the spell, discipline or effect failed to locate him and/or read his mind.
  • Psionic Points - A character with Mental Resistance skill can purchase the skill Psionic Energy. This will give him the necessary Psionic Points needed to use the following abilities:
  • Mental Counterattack - Anytime the character is remotely targeted with a mental spell (usually via a Telepathy spell or effect) by a non-psionic mage, they can launch a mental bolt counterattack that causes 1d4 NL damage per rank (Mental save for half) to the attacker. Each use of this ability uses 2 Psionic Points. The ability can be used even if the character is otherwise engaged in combat, running, etc. They cannot use this ability if they are unconscious or if the mental attack that they are responding to would otherwise prevent them. For example, if the mental attack was a Control Person, and the character failed their save, they could not using this ability. Similarly, if the mental attack was something that knocked them unconscious, they could not counterattack.
  • Close the Mental Door - If Mind Mask fails, and someone is able to pinpoint and attack them remotely, the character can use this ability to attempt another Mind Mask roll. Each such attempt uses a Psionic Point. This can be done even if the character doesn't know for sure that they are being targeted (telepathy is usually difficult to detect) but suspects that they might be. If they are not being targeted then, of course, they simply waste their Psionic Point.
  • Mental Arrow - This ability can be done instead of a Mental Counterattack. The character attempts to locate the remote, mental attacker. Chance of success is 25%, + ((WP - 15) x 3), +5% per rank, -5% per overall level of the target. If successful, the character will have a clear mental arrow of the distance and direction of the attacker. Distance is to within 10% (i.e., if attacker is 200 feet away, the character can pinpoint their distance and direction to within a radius of 20 feet). Use of this ability costs 2 Psionic Points.
  • Abilities by Rank
    • Rank 4 - Detect Mental Scan - At rank 4 and above, the character has a chance of being able to detect mental scans such as ESP or Telepathy. Bonus is equal to ((PER + WP) - 30) + (Rank x 5). With Partial or Near Success, they know that some sort of mental effect just occurred. With Success, they know the nature of the scan (ESP or Telepathy).
    • Rank 6 - Ranged Mental Counterattack - At rank 6 and above, the character can use their Mental Counterattack if someone within 5 (+ 5 per rank over 6th) feet of them is targeted.
    • Rank 6 - Ranged Mental Arrow - At rank 6 and above, the character can use their Mental Arrow if someone within 5 (+ 5 per rank over 6th) feet of them is targeted.
    • Rank 8 - Ranged Mind Mask - At rank 8 and above, the character can attempt to mask others within 5 (+5 per rank above 8th) feet. Chance of success is equal to half their normal Mind Mask chance and cost 1 Psionic Point per attempt. If successful, the target is masked for 15 (+15 per rank above 8th) minutes after which it lapses or the character can another mental point to keep it going. The target must remain within range for the character to sustain the Mind Mask. A maximum of 1 target per rank above 7th can be masked at a given time. Maintaining the mind masks requires minimal concentration. Mind Masks on protected targets drop if the character goes unconscious.
    • Rank 10 - Those with a WP of 20 or higher can begin to learn GK psionic disciplines. See table below. Character must also purchase Psionic Memory skills. <Note to self: how to determine which psionic disciplines are learned. Is it random, does player choose or does GM choose? All should be from the same psionic college.>
    • Rank 12 - Those with a WP of 23 or higher can begin to learn SK psionic disciplines. See table below.
    • Rank 14 - Those with a WP of 23 or higher can choose to become Option Two psioncists.
GK Disciplines
GK Rituals
SK Disciplines
SK Rituals
Rank
Number
Rank Limit
Number
Rank Limit
Number
Rank Limit
Number
Rank Limit
10
1
4
11
2
8
12
4
12
1
4
13
8
15
1
8
2
6
14
All
18
2
12
4
8
15
None
All
15
6
10
1
4
16
18
8
12
2
6
17
None
All
14
All
8
18
16
10
19
18
14
20
20
18
21
None
20
22
None