Psyche: +1
Empathic Link: Empaths have the ability to feel other people’s emotions, must roll for success. This makes it hard, but not impossible, for other characters to trick, lie to, or manipulate them or any number of other abilities related to emotions. This skill pertains only to emotions, never thoughts which are covered in the skill telepathy. This skill is reduced when an empath is surrounded by multiple characters. When more than one character is in the same vicinity as an empath, an empath must make a roll to concentrate directly upon any individuals direct emotions. Otherwise they read a gambit of swirling emotions. It is up to the GM to decide if the character must re-roll for concentration purposes once the Empath reaches a certain duration of time indicated by the roll.
Emotional Shield: Character’s ability to shield themselves against emotions and help prevent emotional overload. While shield is up surface emotions and thoughts are unreadable unless someone wants to read them with force. Character gains +5 against people reading their emotions and thoughts.
Psychic Navigation: Empaths can sense a person by the emotional wavelength they give off. They can also sense the general location of others, in their immediate vicinity, and feel when they are truly alone in a room. Opponent has disadvantage to infiltration and character gains advantage in mentally locating someone they're familiar within a 1 mile radius.
Mindblock: The empath fortifies her will against psionic influences of all sorts. The difficulties of any direct attacks or attempts to control the empath’s mind, as well as more insidious psychic assaults (mind-reading, illusions, possession, and so forth) are raised, giving opponents disadvantage to Telepathic and Empathic skills cast against character. The effects of this ability are permanent, though character must take an action to achieve this stat. Does not apply to any magics which sway the empath’s emotions or memories.
Social Influence: If character knows exactly what emotion is flowing through someone they can use this knowledge to gain advantage in persuasion, manipulation, deception, etc type rolls. Depends on a successful Empathic Link attempt first.
Limited Telepathy: Empaths can mentally communicate with one creatures within 30 feet and in their line of site with whom they share a language. This is a one way communication unless the other individual is Empathic as well. Must make a successful roll to establish this link unless the other character is an Empath. Another Empath or someone with Telpathy in the vacinity has the opportunity to roll and "hear" this communication.
Skills require a 90 in Empathic Racial skill. Player can choose only two.
Emotional Manipulation: Character can make another character feel what they want them to feel, (must relate to an emotion and not the absence of one). This ability requires a roll to attempt and allows the victim a roll to resist.
Apathy Inducement: Character can make themselves and others feel no emotion at all. Or may hide behind a shield that masks their emotions and thoughts. Must succeed on a roll.
Psychometry: Due to events occurring in a location, the character can sense the emotional residue of a place. They are able to tap into these emotional imprints and re-experience the emotional echoes (images/residual ghosts) of the past.
Telempathy: Character has the ability to send their emotions to another character/NPC. The character can communicate with others emotionally and send echoes, or glimpses of images, and receive them from other characters.
Empathic Healing: This is a level that is somewhat rare and not many master it due to the fact that when an empath "heals" wounds the empath simply takes half the damage into themselves so the victim no longer suffers it. These empaths can heal emotional wounds and can share physical wounds but not heal them completely .as that is accomplished with the healing skill.
Clairaudience: Some empaths have displayed the ability to not only feel emotions but also "hear" the heightened thoughts associated with that specific emotions. An example would be if an empath senses two spouses aiming a lot of hatred towards one another. The empath might get the echo of thought along with that emotion and a base impression of what happened. This, however, is not to be confused with Telepathy. An empath can only get visionary "echoes" related to certain emotions. They can not read full memories.
Combat Perception: Gives a bonus to predicting foe’s movements or intentions during battle by reading their emotional pulses. This gives an Empath an advantage to their ability to dodge or evade damage dealt by another character/NPC.
Emotional Projection: Character can share the feel of someone's emotions, including their own, with a chosen target. They can either inflict that feeling on another in varying degrees or manifest them as an image or color. Must succeed a roll to accomplish.
Empathic Overload: When presented with too many emotions or very high emotions, empaths can become overloaded. While in overload they might experience many things, this includes but it not limited to, they lose their ability to distinguish their own emotions from others taking on whatever emotions are surrounding them, confusion, nearly crippling headaches, temporary insanity. In extreme cases these affects could be permanent, but these are very very rare cases (and never without the player's consent).
In cases where emotions are running high a GM might require an empath to roll and see how they are handling emotional strain. Such checks should be kept within reason.
Number of times this may happen in a session is dependent on the character’s racial skill points.
1-50 = max 5 times per session
51-70 = max 3 times per session
71 and 90 = max 2 time per session
91 and above = Character has overcome it completely through sheer willpower