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.