Telempathic Aspects

Telempathic aspects are psionic traits or powers that can alter the rules for telepathic or empathic characters, changing how they operate in the game.

A character may take a telempathic aspect for every point of base Capacity that they have. Some aspects can only be taken if the character in question meets certain requirements in attributes, specialities, or even other aspects.

Note that unless otherwise stated, the damage rolls and power rolls for abilities always benefit from an additional bonus equal to the user's Telempathy rank.


Basic telempathic abilities

Automatically available to any character that meets the prerequisites.

Communicative Psi
Prereq: Telempathy +1
Type: Power
The character can use their psi to communicate with their allies. This is a simple (automatic and untested) action at close range outside of combat, no different to speaking. At longer distances, or during combat or distracting events, a Telempathy roll is required, with the DC being dependant on the distance and length of the broadcast. The messages of telepaths tend to be received as if they were the spoken word, while the messages of empaths tend to be more disjointed and vague- the gist of their emotional state and desires, rather than a detailed explanation of the situation, but still fully understood in a subconscious manner.

Passive Psi
Prereq: Telempathy +1
Type: Passive
The character detects psionic presences in the same way that a non-psionic person might hear or see an approaching threat. Instead of Stealth being used to oppose Sense checks, in psionic detection attempts Sense is opposed by Psi Defence.

Disruptive Psi
Prereq: Telempathy +2
Type: Power
As a double action, make a Telempathy roll opposed by the target's Psi Defence roll. If the target fails the check, they suffer a stun effect of equal strength to the user's Telempathy /2 (a minimum of -10, and a max of -25). The effect fades by ten points a turn, and repeated uses on the same target will not stack!

Hostile Psi
Prereq: Telempathy +2
Type: Power
As a free action, once per turn, the character may psionically attack an enemy. The user and the enemy make an opposed Resolve check, applying Telempathy/Psi Defence bonuses as normal. The loser parts with MP equal to the victor's highest mental attribute- while the character's Telempathy rank is not applied as a bonus to this MP damage, the loser's Psi Defence still reduces the damage taken.

Influence
Prereq: Telempathy +2
Type: Passive
The character can attempt to manipulate another's subconscious. Instead of making Social checks as normal, they make Telempathy checks opposed by the target’s Psi Defence. At the GM’s discretion, these checks may suffer bonuses or penalties depending on circumstance: for example, if a target knows that the character is a telepath, they’ll be on guard. It is, of course, considered grossly inappropriate to mess around with people’s heads when in polite company.

Mindscan
Prereq: Telempathy +2
Type: Passive
The character can attempt to read another's mind, a notoriously difficult practise. Rather than making a Sense or Analysis check, the character makes a Telempathy roll versus a completely different DC. Be warned, particularly hardy minds might give the impression of success when the reverse is true…

Telempathic Attack
Prereq: Telempathy +2
Type: Power
As a single action, the character attacks a target and deals PDC (see below) psionic damage. Their effective range is equal to 10 hexes + 1 hex per point of Capacity. The accuracy roll is 1d100 as normal, + the user's Precision, opposed by the target's Psi Defence.

As a double action, the character attacks a target and deals PDC+1 (see below, category is one level higher) +Force psionic damage. Their effective range is equal to 20 hexes + 2 hexes per point of Capacity. The accuracy roll is 1d100 as normal, + the user's Precision, opposed by the target's Psi Defence.

Psionic damage capacity chart:

Telempathy BC Power/damage level
<1 1d2
1-2 1d4
3-4 1d6
5-6 1d8
7-8 1d10
9-10 1d12
11+ 1d20

The PDC abbreviation is used to denote the dice used to determine the power/damage of abilities. PDC-1 would indicate that the dice used would be one category lower than normal, PDC+1 would indicate that the dice used would be one category higher than usual, and so on.

Characters may make a single action basic telempathic attack while moving.


Normal telempathic abilities

Purchased as normal if the character meets the prerequisites.

Agonising Touch
Prereq: WIL 3, Melee +1
Type: Passive, power
The character's unarmed attacks bypass Resistance equal to their WIL. Critical hits and Maximised Melee attacks deal +100% damage (in psi damage) if target fails a Resolve check against the original damage amount.

Barrage
Prereq: INT 4, Telempathy BC 6+
Type: Power
The character consumes 4MP and a full turn action, and may perform a number of basic telempathic attacks (PDC) equal to their Telempathy base competency, directing them against targets as normal.

Beacon
Prereq: INT 3
Type: Power, maintained
The character expends a double action and broadcasts an enemy's every move to their allies. Anyone attacking the nominated enemy gains a to-hit bonus equal to half the user's INT or their Telempathy, whichever is higher. The ability will drain 1MP for every following turn that it is active, and can be cancelled at will. Only one Beacon may be maintained by a character at any one time, unless they expend an Edge point (or multiple points) in order to cast additional Beacons.

Bolster
Prereq: INT 5
Type: Power
As an immediate action, the character can expend an Edge point and grant nearby party members (within 3 + [.5 Capacity] hexes) a bonus to a single saving throw (Resistance, Reactions, Resolve) for the duration of the encounter. This bonus is equal to the caster's Telempathy and will not be lost early if the beneficiaries leave the character's side.

Broadcasting
Prereq: Telempathy +3
Type: Passive
The character's Capacity is considered to be twice as high for the purposes of determining the effective range of abilities. This aspect will not work in conjunction with Proximate.

Brutal Psi
Prereq: WIL 5
Type: Power
After successfully dealing damage to a target with any attack, the character may opt to expend 2MP and deal an additional PDC-1 psionic damage. This damage is reduced by Psi Defence as normal but bypasses Resolve. The character may boost an ally's attack in this fashion, but they may only use Brutal Psi once in a turn. Brutal Psi's PDC is considered one category higher (i.e., normal) if the target is within the area of effect of the Sadist Aura power.

Channelling
Prereq: INT 5
Type: Passive, power
When using Empower to apply bonuses to a psionic ability, the character applies the modifier to both the accuracy (1d100 roll) and damage/power roll tied to the ability. Special: Channel Energy: the character dedicates a full turn action to channelling their psionic energies. The next turn, they gain an Edge point but it will be lost if it is not spent in that turn on a psionic power.

Closed Mind
Prereq: WIL 4, Telempathy +2
Type: Power
As a double action, the character can toggle between their abilities and added psionic resistance. While this ability is active their Telempathy speciality serves as a direct bonus to their Psi Defence speciality, ignoring the usual cap based off WIL. Using this ability disables all their psionic abilities and bonuses until they expend another double action to deactivate it.

Cloud
Prereq: INT 3, Stealth +1
Type: Passive, maintained
The character applies their Telempathy as a bonus to their Stealth speciality. The bonus may not be greater than the Stealth speciality's base level. The maximum number of enemies misled in this way is limited by the user's Capacity, and Psi Defence is applied as normal. With INT 5 and Stealth +3, this power becomes an aura that can benefit allies within .5 Capacity hexes of the user's position; they gain the same Stealth bonus based off the caster's Telempathy, but for them it cannot be higher than their base Stealth rank.

Concentration Aura
Prereq: FOC 4, INT 4
Type: Power, maintained
The character consumes a double action and 4MP. For the rest of the encounter, their allies may use the character's mental attribute values rather than their own; every time an ally opts to do so, the user loses 2MP. This effect is cancelled if the user's FOC or INT dip below 4. Concentration Aura can only benefit party members who are within the effective range of the user's basic telempathic attack (defaults to 20 hexes + 2 hexes per point of Capacity).

Consolidate
Prereq: INT 4
Type: Power
The character may consume 2MP or an additional single action, and increase their PDC by one rank for the purposes of the next psionic power they use in that turn. A character may not use Consolidate more than once in a turn!

Combatant Psyche
Prereq: WIL 6, Telempathy +4
Type: Power
The character can now perform additional Hostile Psionics attempts as free actions in their turn; 1 more at WIL 6, another at WIL 9 (for an overall total of 3). These attempts must be directed at different targets. When dealing damage with Hostile Psi, the amount is now increased by the user's Telempathy rank.

Creative Psi
Prereq: INT 6, Telempathy +3
Type: Passive, power
When using psionic abilities, the character can expend 10MP in the place of an Edge point. For every additional point of Capacity, this cost is one point lower (so at Capacity 10, it would require the expenditure of 5MP). This ability may not be used in conjunction with powers or actions that recover MP, such as a Surge.

Devastate Mind
Prereq: WIL 6
Type: Power
Expend an Edge point and a full turn action and deal PDC*Force psionic damage to a single target. Psi Defence's damage reduction applies as normal but as Devastate Mind does not necessitate a Telempathy roll, a Psi Defence roll is not allowed. Cooldown 8 turns, reduced by user's Telempathy.

Dominate
Prereq: WIL 5 or INT 5
Type: Power
Expend an Edge point and a double action and make a Telempathy check opposed by the target's Psi Defence. The target spends their next actions (1 simple action for every 20 points of difference between the Telempathy check and the Psi Defence check, to a maximum of the user's remaining Edge) as dictated by the user. The target will attack allies, move into danger, use healing kits on hostiles, but Dominated targets cannot use special abilities and they will not cause direct harm to themselves (they may be ordered to walk off a ledge, but they cannot be ordered to shoot themselves!).

Fatigue
Prereq: WIL 5, Telempathy +3
Type: Power
The character spends 4MP and a double action and selects a single target. That target suffers an AGI and FOC penalty equal to the user's Telempathy: they may make a Psi Defence check against the effect, and ignore one point of reduction for every 50 points they roll. Fatigue may not be stacked upon the same target. The effect is cancelled if the user runs out of MP, and one point of the penalty will vanish (from each affected attribute) each time the victim attempts a Surge.

Mass Mindscan
Prereq: Capacity 5
Type: Passive, power
The character can read multiple targets with a single Mindscan roll. The maximum number of minds is determined by the character's INT.

Mental Edge
Prereq: Telempathy +2
Type: Power, maintained
Expend 1EP and gain a +1 bonus to all mental attributes for the duration of the encounter, or until the user runs out of MP. With Telempathy +4, the character may also reroll failed checks in those attributes (similar to the Dedication aspect).

Meditation Aura
Prereq: Meditative Trance, INT 5
Type: Passive
Meditative Trance now applies to the entire party.

Meditative Trance
Prereq: Telempathy +2
Type: Passive
At the end of an encounter the character recovers further MP equal to their highest mental attribute. When using a Surge, recover bonus HP or MP equal to their Telempathy rank.

Mind Duel
Prereq: Any psionic competency 6+
Type: Passive, power
The character expends an Edge point and nominates a target. They may reduce this target's MP on a like-for-like basis, automatically reducing the target's reserves for every point of their own they spend, and inflicting damage (and potentially Traumas) if the target goes into the negative. The target may refuse the Mind Duel and cancel the effect, but they lose a point of Edge. The target's MP loss is reduced by their Psi Defence, making Mind Duel risky versus high-level opponents.

Mind Leech
Prereq: FOC 4, INT 4
Type: Passive
When the character deals psionic damage to an enemy, they recover MP equal to the damage they caused, but it may not be greater than their Telempathy rank.

Mirror Wounds
Prereq: WIL 5 or Shared Trauma
Type: Power
The character adds the severities of one of their attribute's wound(s) to the damage roll of a double action or higher telempathic attack. The maximum bonus damage inflicted by Mirror Wounds is limited by the user's [WIL*2]+Telempathy. Cooldown 6 turns, reduced by user's Telempathy rank.

Neural Grasp
Prereq: Agonising Touch, Spasm
Type: Power
If the character successfully establishes a grapple, they can expend a double action and increase the severity of the target's injuries by an amount equal to their PDC-1. Neural Grasp may not be repeatedly used on the same target. When using Agonising Touch's critical hit/Edge power, the user can instead opt to trigger the Neural Grasp effect instead of the normal one.

Precognition
Prereq: WIL 4, INT 4
The character may reroll any failed normal (non-psionic) check once, instead using their Telempathy (speciality alone, not base competency) rather than the usual modifiers. Since this is not true precognition but merely scanning a mind for thoughts before the thinker can even act on them, this ability will not function on checks regarding mindless entities, and the reroll's new value must be used even if it is lower. Rerolling an attack or Social attempt on a person is acceptable, rerolling a Tech check to repair a car is not!

Proximate
Prereq: Telempathy +3
Type: Passive
The character's Telempathy modifier is doubled when making damage/power rolls against targets that are within a small effective range; 5 hexes plus half their Capacity.

Psionic Prediction
Prereq: INT 5, Ranged +1, Evasion +1
The character can use their Telempathy speciality as a bonus to their Evasion and Ranged. This bonus may not be more than their AGI or FOC respectively. Psionic Prediction's bonuses will not function if the character has no MP remaining, and the bonuses are reduced by the target/attacker's Psi Defence (and will thus not function at all versus mindless enemies). This will not stack with the Prediction aspect.

Psionic Presence
Prereq: WIL 5
Type: Passive
Whether it's because they're charming or terrifying, enemies are uneasy about attacking the character. If an attacker has less Resolve than the character, they suffer a to-hit penalty equal to the character's Telempathy value. This ability will not function if the character's WIL dips below 5 due to Trauma. The to-hit penalty is reduced by the attacker's Psi Defence (and will thus not function at all versus mindless enemies).

Psychevore
Prereq: Mind Leech, Soul Burn
Type: Passive
Mind Leech now allows the draining of hostile powers; represented as psionic damage being reduced by the character's Telempathy rank. If Soul Burn triggers the character recovers a lost Edge point if they beat the target in an opposed Resolve check, factoring in Psi Defence and Telempathy modifiers.

Sadist Aura
Prereq: WIL 4
Type: Power, maintained
Expend 4MP and a double action and target a 1-hex radius area. Allies gain HP equal to the user's Telempathy rank every time they damage a living character in the area, and the user recovers the same amount in MP each time anyone in the affected area takes damage. Each ally may only benefit from this bonus once per turn. Only one Sadist Aura may be maintained by a character at any one time, and it will be cancelled if the user is incapacitated or runs out of MP.

Soothe
Prereq: Telempathy +3
Type: Power
The character may target allies with their basic telempathic attack; the ally recovers MP equal to half the attack's damage value. When using Soothe, the character's actions take twice as long to perform (i.e., using a single action attack with Soothe would make it a double action, making a double action would be a full-turn action).

Soul Burn
Prereq: WIL 4
Type: Passive
On a critical hit with a psionic attack (double action or higher only), the character may opt to drain a point of the target's Edge instead of dealing damage as normal. Soul Burn does not apply to abilities that do not deal damage and it may only trigger once in a turn. Soul Burn has no effect on targets with an Energy rating (cyborgs, mechs) instead of standard Edge.

Reactionary Psi
Prereq: FOC 3, Reactions +1
Type: Passive/Power
The character may use their Telempathy as a bonus to their Reactions for as long as they have FOC 3 or higher. The bonus may not be more than their basic rank in their Reactions speciality. Special: Immediate Psi: Expend 4MP (in addition to any normal points cost) and perform any double action (or less) psi power at the start of the encounter, regardless of the character's place in the attack order.

Remote Viewing
Prereq: FOC 3
Type: Passive/Power
The character can see through the eyes of an ally for the purposes of using abilities and observing information. They may also see what an enemy sees if they win an opposed Resolve check, factoring in the target's Psi Defence as normal.

Shared Trauma
Prereq: Psi Defence +3
Type: Power
When using Survive to nullify a Trauma, rather than being nullified the Trauma is instead passed to the character responsible for inflicting it if they fail an opposed Resolve check, including Telempathy and Psi Defence values.

Solid Thinking
Prereq: Psi Defence +2
Type: Power
The character's Psi Defence and Resolve are doubled for the purposes of resisting damage and ill effects brought about by the failures of their own powers (i.e., reducing the damage they might take from a failure in Hostile Psionics or Hostile Mindscape).

Spasm
Prereq: WIL 4
Type: Power
As a double action, expend 4MP and target a single character, dealing (PDC+1)+(WIL*2) neural damage. Target makes a Resolve check versus the damage; when passed, the damage is halved and they suffer no effect. When failed, victim is Paralysed until they pass a Resistance or Resolve check that beats the original damage value. The value they need to beat will reduce by 2 points every turn. Cooldown 6 turns, reduced by user's Telempathy. Repeated uses of Spasm against the same target will not stack.

Telempathic Blast
Prereq: WIL 4
Type: Power
When making a basic telempathic attack or using Disruptive Psi, opt to consume 2MP and deal half damage/effect to every hex adjacent to the target. When Maximising a basic telempathic attack or Disruptive Psi attempt, this aspect can apply automatically.

Terror
Prereq: WIL 4
Type: Power
Expend 4MP and a double action and target a 1-hex area. All characters within the area make a Resolve check versus the character's roll of (PDC+1)+(Force*2). When passed, universal -1/-10 penalty to checks for one turn. When failed, victims suffer a check penalty equal to the user's Telempathy+1, and they're forced to use a standard movement to retreat (moving away from any nominated hex). With Telempathy +5, the area of effect increases to a 2-hex zone. A character successfully affected by Terror will be immune to it for the rest of the encounter.

Weaken
Prereq: WIL 5, Telempathy +3
Type: Power
The character spends 4MP and a double action and selects a single target. That target suffers a STR and WIL penalty equal to the user's Telempathy: they may make a Psi Defence check (pre-reduction!) against the effect, and ignore one point of reduction for every 50 points they roll. Weaken may not be stacked upon the same target. The effect is cancelled if the user runs out of MP, and one point of the penalty will vanish (from each affected attribute) each time the victim attempts a Surge.

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