Be a Ranger! Babylon 5: Outrageous Fortune (Re-recruiting)


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Daze
Power Required: 8
Range: Long
Action: Standard
Telepathy Check: DC 14
Concentration: Yes
Multiple Subjects: Yes
Burrowing past the conscious mind, the telepath is able to send the subject into a dream-like state much like a shallow sleep. The subject will be unable to take any actions while held in the daze and to observers will appear to simply stare off into the distance.
Daze Variations
- Reverie (DC 18): The subject has no memory of his time in the daze and is unaware anything odd ever happened.
- Sleepwalk (DC +6): The telepath may control the subject’s gross motor functions – he can make the dazed target walk, nod, move their arms, open a door and so on. Fine control such as pressing a specific button on
a keyboard, aiming a gun or speaking is not possible. Anything that would injure or alarm the target allows the target to make another Will save.

Nerve Stimulation
Power Required: 12
Range: Medium
Action: Standard
Telepathy Check: DC 20
Concentration: No
Multiple Subjects: Yes
The direct stimulation of nerves is an exacting ability that few telepaths can successfully master. For the gifted, however, comes the ability to
simulate actual physical contact by pushing nerve endings, making
the subject feel as if they had been slapped or punched. This is often confused with telekinesis but this ability is performed purely through telepathy. Any subject failing their Will saving throw will automatically
sustain 1d3 points of lethal telepathic damage. In addition, they become flat-footed until their next turn.
Nerve Stimulation Variations
- Force Action (DC 24): The target takes a single action specified by the telepath instead of becoming flatfooted. For example, the target might step to the side, pull a trigger, raise an arm or scream. The action must be a single one; raising a gun and pulling a trigger are two separate actions for example.
- Nauseate (DC 25): The telepath seizes control of the target’s digestive, excretory or respiratory system. Instead of becoming flat-footed, the target is nauseated for 1d4 rounds.
- Spark (DC 24): By randomly scrambling the target’s nerves, the telepath forces the target to suffer a –5 penalty to his next skill check or attack roll, as long as that action occurs within one round.

Pain
Power Required: 10
Range: Close (P8 Medium, P10 Long)
Action: Standard
Telepathy Check: DC 18
Concentration: Yes
Multiple Subjects: Yes
A terrible ability that few telepaths take lightly, this directly targets the pain centres of a subject’s brain causing terrible agony for a limited period of time. However, during this time they will be utterly incapable of performing any organised action, consumed with the agony ravaging their mind.
Any subject failing their Will saving throw will automatically sustain 1d6 points of nonlethal telepathic damage every round. They will also be sickened. Their agony will be obvious to anyone witnessing this attack.
Pain Variations
- Agony (DC +4): The telepathic damage dealt by this ability is increased to 2d6.
- Targeted Pain (DC 20): The target feels the pain in a body part chosen by the telepath, instead of all over. For example, the pain might be concentrated in the target’s head or hand. Alternatively, the pain can feel like a particular type of pain (burning, acid, cold, vacuum) instead of generalised agony.

Message
Power Required: 6
Range: Close (P9 Medium, P11 Long)
Action: Standard
Telepathy Check: DC 12
Concentration: Yes
Multiple Subjects: Yes
By focusing his thoughts, the telepath is able to project an entire message into the mind of another being. Up to 12 words may be sent each round that concentration of this ability is maintained. If multiple subjects are being communicated to in this way, they will all hear the same message.
Message Variations
- Glyph (DC 14): The telepath sends a mental image instead of just words.
- Squirt (DC 16): The telepath sends a large amount of text instead of a few words. The telepath must mentally prepare the squirt message before sending, which takes one full round action for every 1,000 words he wishes
to transmit. He can send 1,000 words for every rank he has in the Concentration skill. The recipient cannot access the transmitted text immediately; he has to mentally ‘read’ it. Squirt therefore cannot be used for
efficient communication but it is a quick way to transfer raw data.
- Confuse (DC +4): The message is overlaid onto the recipient’s senses, so it seems as though he hears the message through his ears instead of it being sent directly into his mind. Similarly, a Glyph is ‘seen’ by
the recipient. The recipient must make a Wisdom check (DC 10) to realise that the message is a telepathic communication, not a real event.

Warning
Power Required: 4
Range: Close (P8 Medium, P10 Long)
Action: Free (only one per turn)
Telepathy Check: DC 10
Concentration: No
Multiple Subjects: Yes
By focusing his thoughts, the telepath is able to project a single word into the mind of another being. Typically, this is used to telepathically shout a warning, though any one word message may be sent through the use of this ability. If multiple subjects are being communicated to in this way, they
will all hear the same word.
Warning Variation
- Flash Glyph (DC 15): The telepath projects a single simple image through the warning. This glyph cannot be more than a sort of mental sketch but it can also be the telepath’s current field of view.
 

Bless you sir. Before I even had to ask. :)

Question. Can telepaths sense one another? Would Ashley know if this guy Tryce was a telepath?
 

You mean like this?

Sense Telepathy
Power Required: 5
Range: Close (P8 Medium, P12 Long)
Action: Standard
Telepathy Check: DC 14
Concentration: Yes
Multiple Subjects: No
By using this ability, a telepath will be able to track down and locate the threads of telepathic fingerprints every telepath leaves behind when he uses his talent. A telepath using sense telepathy may use the ability in one of three ways.
By casting his mind around his immediate location, the telepath will be able to tell if anyone has used a telepathic ability in the area recently. The area covered by this is the range of the ability (governed by the P-Rating of the telepath himself ) but it will only be able to tell him if telepathy has been used in the areas, not what or by whom. The psychic traces left in an area will remain for a number of hours equal to the P-Rating of the telepath. By increasing the DC by +2, the telepath can read the psychic ‘fingerprint’ of the
telepath who used the ability and will be able to recognise that telepath’s mind if he encounters it again. Sense telepathy does not require Line of Sight.
Sense Telepathy Variations
- Analyse (DC 15): By performing a sense telepathy during a deep scan, the telepath can tell if the target’s mind has been affected by another telepath (and who that telepath was, if they have met in the past). The
psychic traces left in another’s mind will remain for a number of hours equal to the P-Rating of the telepath. A successful Knowledge (telepathy) check, where the DC is equal to the Power of the ability the other telepath used, will determine what that ability was and how it affected the target. Analyse is a free action.
- Assess (DC 16): By directing the power at a specific individual, the telepath will instantly know whether they are telepathic themselves and if they are of greater, equal or lower P-Rating than the sensing telepath.
 





Since there is a chance of some serious injury occuring to at least one character, you might like to review the difference to SRD rules as regards disabled and dying status.


Massive Damage: If a character ever sustains a single attack
deals damage equal to or greater than his Constitution score
and it does not kill him outright, he must make a DC 15
Fortitude save. If this saving throw fails, his hit point total is
immediately reduced to –10. This represents a single attack
that does such massive damage to his system that the character
simply cannot survive the experience.

Disabled (0 hit points)
When a character’s current hit points drop to exactly 0, he is
disabled. He can only take a single move or standard action
each turn (but not both, nor can he take full round actions).
He can take move actions without further injuring himself
but if he performs any standard action (or any other strenuous
action) he takes 1 point of damage after the completing the
act.
A character can also become disabled when recovering from
dying.

Dying (–1 to –9 hit points)
When a character’s current hit points drop to
between –1 and –9 inclusive, he is
dying.
A dying character must make a Fortitude save every round;
the DC is 10 – his current hit point score (so DC 11 at –1
hit points, DC 12 at –2 hit points and so on). If this saving
throw is failed, the character goes unconscious. A character
may voluntarily fail this roll if he wishes.
If conscious, the dying character may act as if disabled (single
action per round, non-move actions will cause damage).
Whether or nor a dying character is unconscious, he will
continue to lose hit points due to blood loss and internal
injuries. This hit point loss occurs until the character dies
or becomes stable (see Stable Characters and Recovery). A
character loses hit points depending on his current hit point
total (see the Dying and Hit Point Loss table). This is in
addition to the hit point loss for taking non-move actions
while disabled or dying.

Dying and Hit Point Loss
Current Hit Points 1 Hit Point Lost Every…
–1 to –3 Minute (10 rounds)
–4 to –6 3 Rounds
–7 to –9 Round

Dead (–10 hit points)
When a character’s current hit points drop to –10 or lower, he
is dead. A character can also die from taking ability damage or
suffering an ability drain that reduces his Constitution to 0.

Stable Characters and Recovery
On the round after a dying character succumbs to
unconsciousness , roll d% on the Stabilisation table to see
whether the dying character becomes stable.

Stabilisation
Constitution Modifier Chance of Stabilising
–1 or less 5%
+0 10%
+1 10%
+2 20%
+3 30%
+4 40%
+5 or more 50%

If this roll fails, roll again the next time the unconscious dying
character loses a hit point (see the Dying and Hit Point Loss
table). If the roll is a success, the character stabilises. A stable
character does not lose any more hit points from his injuries. If the character’s hit points drop to –10 or lower, he is dead.

A Medical check (DC 15) can also force a dying character
to make a Stabilisation roll. This Stabilisation roll may have
a bonus of up to 50%, depending on the techniques and
facilities available to the medic.
 


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