Telepathy

From benscondo.wiki-rpg.com
Jump to: navigation, search

Back to Chapter 8: Psionics

The people person

This psi focus allows the psion to sense and influence the thoughts of other sentient beings. At higher levels of mastery, the telepath can wreak havoc on the minds of others, binding them to his will or even killing them outright with nothing more than the power of his own mind. Telepaths have a wide range of talents available, but some talents are more narrow and specific in their use compared to the talents of other psionic foci.

Level 1Life Sense/1, Thought Projection/3, Locate/5

Life Sense*
CT cost: 1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Focus
The adept can detect the presence of living beings through the energies given off from their mental auras. Successive uses of this talent can be used to determine (1) the nature of the life readings, (2) the number and (3) the general direction and range. Each bump tells the psion another level of information. Detection range is Essence die type x 50m. Duration for each activation 5 minutes.

Thought Projection*
CT cost: 1
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus-Presence
The adept can project empathic messages into another mind. He can send a one word “message” to the target. It may be open to some interpretation, but will generally be regarded favorably. Often, this talent is used to project a message of “honesty” or “openness” to the target, allowing them to feel like they can trust the psion or make them more willing to engage in conversation. Timing and contextual dialog may be helpful to get the best effects out of this talent. Each bump allows the projection of an additional word in the same message, which can cut down ambiguity and get more specific results. Alternately, this talent can be used to read a target’s general mood. Range is 20m.

Locate*
CT cost: 1
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus
This talent is a refinement of Life Sense. It can be actively used to pinpoint the position of any mental aura within range, as well as locate any psionic powers aimed at him or anyone in his vicinity. Use of the talent in this fashion is accurate enough that the psion could direct reasonably accurate weapons fire at a located target! Locate acts passively as a kind of “sixth sense,” and will give warning of the presence of an unseen observer. If the adept’s locate talent warns him he is being watched, he can actively use the talent to pinpoint the watcher’s location to within a few meters. Range is Essence die type x 50m.

Level 2Mind shield/1, Mental Attack: Stop/4

Mind Shield
CT cost: 2/1 (active);1 (passive)
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Focus
Active use of this talent allows the adept to project a psychic shell around his mind that renders him nearly impervious to telepathic talents for 5 minutes per activation (The adept defends as a Null would). Passively, each 2 levels act as one level of the mental conditioning skill.

Mental Attack: Stop
CT cost: 1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Mastery
This mental attack allows the psion to interrupt the target's thought processes for a short time, almost like a limited form of amnesia or disorientation. If the target fails to resist, results depend on what the target is currently doing. If the target is in the middle of a multi-action procedure or waiting for a delay (such as firing a speed 2 weapon, aiming, or waiting for a psi ability with a delay to activate), the action is interrupted and stopped. If the target has not acted yet, they lose their highest action card. Each bump eliminates an additional action card. If the target has no action cards, he gains "amnesia counters" that must be removed by playing action cards in later rounds before he can act again. Range is 20m x Essence die type.

Level 3Mind Touch/1, Telepathy/3, Aura (Presence)/5

Mind Touch*
CT cost: 1/1
Activation #: 5
Speed/Delay: 1/0
Dice Pool: Focus
This talent allows the psion to enter into one-way or two-way communication with another being’s mind if he can establish physical contact. Skin-to-skin contact is best; add 2 to the activation number is contact is through clothing or armor. The psion can freely converse with the target, and each party’s thoughts will be understood regardless of language differences. For one-way communication, the psion can read surface thoughts, which will generally be no more than a handful of words at each attempt. Contextual dialog with the target may be necessary to get him to “mentally flinch” and start thinking about what the psion wants to hear, otherwise one might listen in while the target is pondering what he wants for dinner or overhear how much he wants to have sex with the green-skinned girl across the room. If used on a sleeping target, Mind Touch can be used to deeply probe the target’s thoughts as though he were in a trance or under the effect of a “truth serum.” Each simple question the psion wants answered will require one activation, and it will be answered truthfully. Each bump allows the psion to ask one more question or to ask a more complex question. (“Did you steal the package” is a simple question; “How did you break into the vault to steal the package” is a complex question.) Failure to activate may wake the subject (Target’s Acuity vs. TN 7). Range is touch. Duration is 1 minute per activation for two-way conversation.

Telepathy*
CT cost: 1/1
Activation #: 7 (5 if target has been contacted before and does not resist)
Speed/Delay: 1/0
Dice Pool: Focus
This talent allows the adept to communicate with another being at great distances as though he were having a face-to-face conversation (regardless of language barriers). If the telepath has line of sight to the target, he can initiate contact. If the target has been contacted before and does not resist the telepath, the activation roll is 5. If the contact is not in sight, the adept must know their psychic “aura” by having made some form of telepathic contact with them previously. A telepathic “shout” can be made which can be heard by any telepath in range. Range is 20 km for level 1 Telepathy focus, doubled for each level after, up to a maximum of just over 2500 kilometers. Duration is 1 minute per activation.

Aura*
CT cost: 3/3
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Focus
This talent allows the adept to subtly affect the minds of all those around him by altering his own mental signature in a favorable light. It manifests as improved charisma, leadership and personal appeal. While the talent is active, the adept raises his Presence die type by one. The adept’s Aura can also be focused on one person each day (they are allowed to resist as per mental attacks). After a number of successful daily checks equal to the target’s Essence die type, the target becomes permanently loyal to the adept, or in the case of a potential lover, infatuated with him or her. Some less scrupulous adepts will use this talent over the course of years to establish cult-like followings of devotees. Range for infatuation check: Conversational distance. Duration is 1 hour/1 scene.

Level 4Suggestion/1, Detect Lies/3, Illusion/5

Suggestion*
CT cost: 2
Activation #: 7
Speed/Delay: 2/0
Dice Pool: Focus-Presence
This talent allows the adept to project an emotional state onto a neutral person or animal so that he seems friendly. This talent cannot be used to override any strong emotions the target is feeling at the time of the suggestion, nor will it cause the target to oppose its nature or threaten its safety. The suggestion is open to interpretation by the target, and takes the form of a very short phrase, usually only two or three words. If the target fails to resist, he tends to believe the suggestion that has been implanted. Range is Essence die type x 5 meters.

Detect Lies*
CT cost: 1
Activation #: 5
Speed/Delay: 0
Dice Pool: Focus-Acuity
With a successful activation, the adept can ascertain whether the speaker believes what he is saying is the truth in regard to the answer to one question or the making of a single statement. Before asking a question or immediately after getting an answer or hearing a statement, the adept can activate this talent to determine if the target is speaking the truth. The adept will know if he failed to activate the talent, but will not be able to tell if what the target is saying is incorrect—even if the facts are wrong, the target may believe them to be true. Range is close conversational range, approximately 2-3 meters, to allow the adept to clearly see all the visual cues the target is giving off. Because this talent is not completely psionic in nature, a psion can attempt to detect lies even if the person is not present (such as watching a recording) or if they are a psionic null at a -4 penalty. Likewise, if the psion cannot see the speaker but they are within range (such as if they are wearing a masked helmet or are on the other side of a door), an attempt can still be made at -4.

Illusion*
CT cost: 1
Activation #: 5
Speed/Delay: 2/0
Dice Pool: Mastery
This talent allows the adept to create a believable illusion around an inanimate or unmoving object (which can be living creatures so long as they remain relatively motionless). The target(s) are able to make a resistance roll to see through the illusion. Range is line of sight. Duration of an illusion is up to 1 day.

Level 5Mental Attack: Stun/1, Coma/3, Mind probe/5

Mental Attack: Stun*
CT cost: 2
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Mastery
This mental attack is aimed at a specific target, and has the same effect as a stun pistol beam, (see page XX) but it is unaffected by personal armor. Range is 20m x Essence die type.

Mental Attack: Coma*
CT cost: 5
Activation #: 9
Speed/Delay: 2/3
Dice Pool: Mastery
This mental attack is an improved stun attack. If the victim fails his resistance check, he falls unconscious. Each round the victim is allowed to make a Fortitude check at TN 11. If the target fails this check a number of times equal to his fortitude die type, he is comatose for a minimum of 5 minutes, and can then only check to wake every 5 minutes. If the victim falls into a coma, he makes a TN 9 Essence check. If he fails that, he suffers short term amnesia, forgetting the events leading up to him being placed in a coma. If the adept expends 10 CT, he can force the amnesia on the victim. The use of drugs to revive the target (such as smelling salts, adrenaline or more exotic means) will add a +4 bonus to the Fortitude check to wake the target. Range is 20m x Essence die type.

Mental Attack: Mind Probe*
CT cost: 5
Activation #: 9
Speed/Delay: 2/0
Dice Pool: Mastery
This is a powerful mental attack that allows the psion to enter the mind of the victim and subject it to close scrutiny. If the target fails to resist, the psion can ask one very pointed question which the victim’s mind must answer truthfully. If the psion so chooses, he can ask additional questions for 2 CT each, but the victim is given a chance to resist each question after the first (Target Essence/Mental Conditioning vs. Psion’s Psi Focus: Telepathy). If the target resists, the mind probe ends. The psion may ask as many questions as his Psi Focus: Telepathy level. The target will be aware of the questions he is being asked and what answers he is giving. It is normally not possible to Mind Probe someone in the middle of combat. Range is 20m x Essence die type. Duration is one round; maintenance is 2 CT per round.

Level 6Delusion/1, Dominate/3, Great Command/5
Delusion*
CT cost: 5
Activation #: 9
Speed/Delay: 2/0
Dice Pool: Focus
This talent is a refinement of Illusion and suggestion, it will allow the adept to create a simple belief structure in the mind of the victim which may affect his decisions and attitudes. The victim will believe the essence of a simple—4 to 5 word—message and will act accordingly when involved in any situation on which that belief has a bearing. For example, the delusionary message “The police are corrupt,” might make the victim fear for his life and make him flee the police or refuse to cooperate with them if arrested. As with the Aura talent, Delusion can be reinforced on an individual repeatedly. If it takes hold, the mantra that the psion implants will be held by the target as a nearly unshakeable truth. Range is 20m x Essence die type. Duration is 1 day.

Dominate*
CT cost: 5
Activation #: 7
Speed/Delay: 2/3 (Dominate) 1/3 (Issue commands)
Dice Pool: Mastery-Presence
This mental attack allows the psion to dominate the will of the subject, basically turning the target into his puppet. Each bump to the activation roll allows an additional target to be dominated. The target must be sentient; animals or members of hive minds cannot be influenced. If the attack is successful, the victim will carry out any verbal instructions given by the psion (or telepathic commands if the psion has established a telepathic connection). However, orders to commit blatantly suicidal acts (“Jump off this building”) will allow the target to make a simple (TN 3) Essence check to release the target from control. The target will then also gain a permanent +4 bonus to resist any domination attempts by that psion in the future. This does not preclude compulsions toward normally “heroic” orders where the victim might stand a reasonable chance of survival (“Run to that cover over there to draw fire!”). A psion can have more than one victim dominated at a time, but can only make one attempt per round and can only issue orders to one at a time or the same orders to the entire group. Issuing commands in combat takes an action with a delay of 3; the target will obey on his next available action. Every time a victim suffers a wound, they may make a resistance check to snap out of their fugue state. If they are knocked out, the link is broken and the domination ends. Another telepath with the Dominate talent can release a victim if they fail to resist the “release” command. Dominated victims will have no memory of what happened while they were under the adept’s control. Duration is one scene.

Great Command*
CT cost: 5
Activation #: 11
Speed/Delay: 2/0 (activation) 1/0 (Defiant Gaze)
Dice Pool: Focus
The adept begins to develop a psychic aura so intense that lesser men begin to pale before it. When utilizing this talent, the adept appears regal, almost godly in the eyes of others. Those who fight at his side in battle never need to make Bravery or Fear checks while the aura is active. Also, NPCs must make an Essence check at TN 5 just to actively oppose the psion each action. Once the Great Command talent is active, the psion can (as a speed 1 action) send such a menacing look at any NPC who crosses him that they must make an instant fear check at TN 11, with subsequent essence checks at 7 if the NPC attempts to further oppose him (line-of-sight is necessary for the Defiant Gaze). If the psion is of good character, his aura takes the form of respect and admiration by his followers. If the psion is of a violent and cruel nature, he earns their respect and fear. When one is exposed to an exercise of Great Command, a lasting impression will be made. Great Command can be used to sway the minds of large groups of people; the psion will not be elected supreme leader overnight, but if given time to speak, for 1 CT per 50 listeners he can sway 10% of the crowd for every point he exceeds a TN 3 leadership check. Range is line of sight. Duration is one scene.

Level 7Mental Attack: PainBlast/1, DeathBolt/3, MindSlay/5

Mental Attack: PainBlast*
CT cost: 3
Activation #: 7
Speed/Delay: 1/0
Dice Pool: Mastery
This savage mental attack causes a violent shock to the target’s nervous system, forcing the target to make a Fortitude check at TN 9 to remain conscious. The pain is so terrible that the mere threat of another treatment will cause a TN 11 fear check. Failing that roll, the target will attempt to flee, or if flight is impossible he may willingly succumb to interrogation or even cooperate freely with the psion. Each application of PainBlast causes 3d8 CT damage which bypasses armor, but causes no wounds. Each bump to the activation roll will cause an additional d8 damage. Repeated use of this talent is often regarded as outright torture. Range is 20m x Essence die type.

Mental Attack: DeathBolt*
CT cost: 5
Activation #: 7
Speed/Delay: 2/0
Dice Pool: Mastery
A devastating mental attack that causes 4d10 damage and bypasses armor. Any wounds are applied singly to random locations due to extreme seizure-like activity that can be so powerful as to tear muscles and break bones. Range is 20m x Essence die type.

Mental Attack: MindSlay*
CT cost: 7
Activation #: 9
Speed/Delay: 2/0
Dice Pool: Mastery
MindSlay acts like a DeathBolt attack that then leaps out to effect all other sentient minds within 5 meters of the target. Each bump to the activation roll increases the AoE by 5m. The attack causes 4d10 damage and bypasses armor. If only the target is within range of the AoE, the energy of the mental attack is focused, causing 5d12 damage. Any wounds are applied singly to random locations from extreme seizure-like activity that can be so powerful as to tear muscles and break bones. Range is 20m x Essence die type.

Level 8Elemental Force

Elemental Force*
CT cost: 10
Activation #: 3
Speed/Delay: 3/0
Dice Pool: Mastery
—A truly awesome display of the ultimate telepathic assault. This talent allows the adept to attack multiple targets simultaneously. For each 2 points the activation roll is exceeded, an additional target may be targeted by the mental attack. Those that fail to resist are struck by 4d10 damage. If only one victim is targeted, the damage is increased to 5d12. This damage bypasses armor. Any wounds are applied singly to random locations from extreme seizure-like activity that can be so powerful as to tear muscles and break bones. The adept does not need line of sight to target; if he has established their location through the use of Sense Life, Locate or Telepathy, they can be targeted. Range is 50m all around the adept.