Diggus Rex said:
I like Mara's concept and background alot, although she may wish to mind her manners around Nimal.
The Betazoid traits seem a bit too modelled off Troi. Being an open and honest to a fault people, the racial bonus to Sense Motive seems inconsistent. It makes sense for Mara to develope this skill, given her concept and experiences away from her home.
In general, their telepathy seems a bit overpowered. What's the DC for their telepathy to detect others not in line of sight? This
article provides some good guidance for revision.
Actually, I think the bonus to Sense Motive is what keeps them honest with one another...If your mom always known when you're lying, why would you even try it? Now imagine if EVERYONE around you knew when you were lying...
The ability is totally modelled of Troi...and Troi... (Deanna and Lwaxana respectively). Most of the other Betazoids appearing on the series were one-shots. Tam Elbrun was a super-telepath, with mind reading off the chart that caused psychological problems because he couldn't turn it off (which would be like like shutting an eyelid, which Betazoids usually can do). And Lon Suder was the telepathic equivalent of illiterate IMHO. Neither seem to be standard.
Honestly, there are very few instances where Betazoid telepathy has not been solely receptive in nature. In "Tin Man," it's hinted that Gomtuu contacted Tam, which enabled the 2 to communicate. And in "Fascination," Lwaxana's emotion projection is caused by Zanthi Fever, which may actually cause the usually receptive telepathy to become projective.
Here's a revision: [still unsure about range]
Betazoid Telepathy [Racial Feat]: Through the natural telepathic sense provided by their paracortex, Betazoids can detect sentient minds at a distance. At a range of 1 mile, a Betazoid can automatically sense the presence of sentient life (unless said life form possesses the Telepathically Opaque trait). The nature of this sentient life can be discerned with an appropriate Knowledge check. The location of this sentient life cannot be discerned through this use of telepathy.
Once detected, a Betazoid can immediately attempt to read the target’s thoughts, making a special Sense Motive roll to acquire more specific information from this mind. This telepathic sense, which is only receptive in nature, is usually limited to within line of sight unless the Betazoid can pinpoint the target creature’s exact position (which can be up to one mile away).
Beyond simply sensing a presence, the Betazoid will usually sense something deeper, as determined by the Sense Motive roll. The base DC for this check varies: 5 for current emotional state; 10 for recent memories or unguarded thoughts; 15 for long-held memories or embarassing secrets; 20 for faded memories or dangerous secrets; 25 for unconscious memories or repressed traumas. This base DC is modified upwards by the target’s WILL save modifier (if actively attempting to mask thoughts). The Betazoid may retry this Sense Motive check as a free action each round as long as the target is within sensory range.
The information gleaned from the target’s mind provides a variety of circumstance bonuses depending on the situation [GM’s discretion]. For example, knowing a target’s emotional state provides a +4 circumstance bonus to any social interaction rolls made while that emotional state lasts. Likewise, knowing the location of the bomb placed by Vulcan terrorists provides +10 to Search rolls to find it in the Captain’s stateroom.
Extended example: Betty the Betazoid has Sense Motive +10 and attempts to read the thoughts of Valerie the NPC Vulcan. Valerie has WILL +7, so when Betty rolls d20+10=13, she can sense Valerie’s surface thoughts. The GM informs Betty that Valerie is currently thinking about how to prevent a core breech should the Dilithium reactors be exposed to the Fractal particles common to this star system. Since Betty is trying to befriend Valerie, the GM gives Betty a +4 circumstance bonus to Diplomacy to adjust Valerie’s reaction to her if Betty can help with this problem (whether helping Valerie talk out the problem, or suggesting a crewmate who can help Valerie adjust the shielding, or whatever Betty’s player can think of).
Tricks:
Betazoid Mindspeech: If all parties possess this trick, Betazoids can telepathically communicate with each other automatically. Without this trick, Betazoids must make Sense Motives rolls at DC 10 to read each other’s thoughts.
Imzadi: Betazoids can bond with another person with whom they can share thoughts and emotions via Mindspeech. For this trick to work, this person need not be Betazoid, cannot be Telepathically Opaque, but must be genuinely bonded emotionally with the Betazoid. Breaking the emotional bond often (but not always) breaks the telepathic rapport. [this needs some other small perk attached]
Low-level Betazoid Telepaths: treated essentially the same as illiterate characters
Zanthi Fever: Afflicted Betazoid telepathically reads nearby targets. If emotional state resembles their own, that emotional state is enhanced and exaggerated for a time (like Project Emotion).