Telepathy
Telepathy is the psychic discipline of direct mental contact.
Contact
Establish a mental link with another character within visual range. This link allows for two-way communication and is often a prerequisite for other telepathic powers.
Rank Benefits:
- At rank 4 [Multiple Contacts], contact up to 4 individuals simultaneously.
- At rank 8 [Non-Visual Contact], contact individuals out of sight if their location is known.
- At rank 12 [Group Link], create a mental network for a large group.
Datalink
Interface directly with computer systems using the mind. Perform computer-related tasks (Access, Hacking, etc.) at a distance without a physical terminal.
Rank Benefits:
- At rank 5 [Increased Range], range increases to 100 meters.
- At rank 9 [Deep Link], –2 step bonus to computer-related checks.
Drain
Mentally sap the health of another character (range 30 meters). Success inflicts wound damage while potentially healing the user.
Rank Benefits:
- At rank 6 [Life Drain], can drain Mortal damage.
- At rank 12 [Mass Drain], affect multiple targets in a small area.
Empathic Projection
Project emotions into the mind of another character to influence their attitude (Friendly, Hostile, etc.).
Rank Benefits:
- At rank 6 [Emotional Overload], stun the target with overwhelming emotion.
Guidance
The fraal long ago realized that telepathy was an excellent way of putting the right skills in the right place. Often, fraal workers would hit a stumbling block on some project and require the expertise of a supervisor—who unfortunately was too far away to be helpful. Telepathy-contact somewhat overcame the problem, but the supervisor could only advise, and even then had to rely on the worker’s understanding of the situation. So the fraal developed a way of temporarily granting a worker the skill needed to do the job right.
With a successful skill check, the telepath can implant one of his or her non-psionic skills in the mind of a subject for as long as he or she continues to expend psionic energy points. The attempt carries the same situational modifiers as the contact skill. The target must be within visual range of the psion using this skill.
The subject gains access to the appropriate broad skill on an Ordinary success, half the telepath’s rank (rounded down) in the appropriate specialty skill on a Good success, or the telepath’s rank -1 on an Amazing success. Obviously, the telepath cannot use guidance to confer skills he or she does not possess—and cannot confer skills learned via another telepath using guidance!
If the skill to be learned is a specialty skill and the subject did not already have the appropriate broad skill, any attempt to use the specialty skill carries a +1 step penalty, in addition to any other penalties that may apply. A further +1 step penalty applies if the skill is based on Strength, Constitution, or Dexterity.
Example: Mon jil Sohar can “loan” his skills to his companion, Hieo jil Esoam. On an Ordinary success, Hieo can use Mon’s Life Science broad skill, half of Mon’s ranks in Life Science-genetics on a Good success, or all but one of his ranks in the skill on an Amazing success. When Hieo attempts to use these skills, though, he suffers a +1 step penalty because he didn’t already have the Life Science broad skill. If Mon tries to guide Hieo in the use of his Vehicle Operation-land vehicle skill, though, Hieo will suffer a +2 step penalty: +1 because he didn’t already have the broad skill, and another +1 because it’s based on Dexterity.
Rank Benefits:
- ▶ Extended Time: At rank 6, the user only needs to expend psionic energy points every 5 rounds in order to continue granting the skill to the subject.
- ⊗ Conduit: At rank 12, the user can transfer a non-psionic skill he or she does not possess by taking it from the mind of a willing “donor.”
Illusion
Create mental images and sensations that trick the target’s perception. The illusion exists only in the target’s mind.
Rank Benefits:
- At rank 6 [Multi-Sensory], include sound, smell, and touch in the illusion.
- At rank 12 [Mass Illusion], affect everyone in a specified area.
Mind Blast
Deliver a powerful telepathic strike to stun an opponent (range 30 meters). Bypasses physical armor.
Mind Shield
Protect the mind against telepathic intrusion and psychic attacks. Provides a bonus to Willpower resistance.
Mind Wipe
Erase or alter memories in the target’s mind. The complexity of the wipe depends on the success level.
Psychic Armor
Bolster the mind specifically against psychic damage. Provides “psychic protection” points.
Psychic Projection
Project the psyche to a distant location. The character can see and hear but cannot physically interact with the environment.
Subdual
Calm and pacify the minds of others to prevent violence. Targets suffer penalties to combat actions.
Suggest
Implant thoughts or ideas into another person’s mind. The target believes the thought is their own and may act upon it.
Tire
Mentally induce fatigue and exhaustion in a target (range 30 meters).
Undo
Reverse or neutralize the lasting effects of other telepathic powers like Illusion, Mind Wipe, or Suggestion.