Biokinetics

Action Block

Power Required: 14

Range: Touch

Action: Special

Telepathy Check: DC 22

Concentration: Yes

Multiple Subjects: No

Chakra cost: 28

Few telepaths, and even fewer mundanes, realize that a

telepath can program a mind to prevent it from taking specific actions. Even if they did know it they would most likely avoid taking the idea to its logical conclusion; that telepaths can control the actions of others by forcing them to avoid specific ways of thinking.

Implanting an action block requires at least one minute of

uninterrupted concentration. The target may make one Will

save every round to resist the effect. Success results in the

block breaking down before it fully integrates with the target’s personality. An action block may prohibit the target from taking one general type of action or it may prevent him from taking a specific action for a given duration. Typically these blocks take the form of: ‘You may not harm or allow though inaction to come to harm myself ’. At most a block can prevent a character from acting against one person or a specific location.

Nerve Stimulation

Power Required: 12

Range: Medium

Action: Standard

Telepathy Check: DC 20

Concentration: No

Multiple Subjects: Yes

Chakra cost: 24

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

Soothe (DC 22): The target is fl ooded with the feeling of

being sedate and calm, forcing him to pass a DC 15 Will

save to make any hostile action or comments. This effect

lasts for 1d6 minutes but is cancelled instantly if the target

is threatened or attacked.

Sensation (DC 22): The telepath sends mental messages

to the target’s endorphin and adrenaline producing glands

and fl oods the body with waves of chemical pleasure.

Other than a -2 reduction to all Dexterity and Wisdombased

rolls due to lack of focus and bodily control, this

ability has many interesting roleplaying uses for a crafty

Centauri. Once the target has been affected, the surge

wears off in 1d3 minutes – when it could be created again

if the telepath wishes it.

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.

Paralyse (DC 25): The target loses the ability to move or

the function of any one of the following body parts per

successful use of the power, having the listed effect for the

listed amount of time.

Location

Targeted Effect Duration

Arm, Hand Target appendage hangs

lifelessly, cannot be moved or

manipulated and does not feel

pain or sensation

1d6 minutes

Leg, Foot Target appendage is wooden

and stiff, cannot be moved or

manipulated and does not feel

pain or sensation

1d4 minutes

Eyes Target cannot see clearly or

at all

2d6 minutes

Mouth,Tongue

Target can only speak

in drooling mumbles and

not clearly enough to be

understood. Target also

cannot eat properly.

2d6 minutes

Bowels Target loses faculties long

enough to soil him- or herself

Instant

Daze

Power Required: 8

Range: Long

Action: Standard

Telepathy Check: DC 14

Concentration: Yes

Multiple Subjects: Yes

Chakra cost: 16

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 20): 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.

Pain

Power Required: 6

Range: Close (P8 Medium, P10 Long)

Action: Standard

Telepathy Check: DC 18

Concentration: Yes

Multiple Subjects: Yes

Chakra cost: 12 (16 Medium, 20 Long)

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 20): The telepathic damage dealt by this

ability is increased to 2d6.

Targeted Pain (DC 22): 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.

Amplify (DC 25): The telepath triggers the target’s nervous

system to amplify the next source of physical pain. The

next attack to infl ict any damage whatsoever against the

target will infl ict exactly the same amount of damage again

in a nonlethal form. This means that a target successfully

affected by amplify who summarily gets punched by the

telepath for six points of nonlethal damage will

actually suffer 12 points of nonlethal damage!

Should the target get stabbed instead for eight

points of lethal damage, he would also suffer

from an additional eight points

of nonlethal damage due to theamplified pain of the wound. Although the target may feel

a slight prickling of the skin after the ability takes effect,

there is no way to tell a telepathic power is in effect.

Reality Fabrication

Power Required: 16

Range: Medium

Action: Full round

Telepathy Check: DC 22

Concentration: Yes

Multiple Subjects: No

Chakra cost: 32

By accessing the conscious mind of a subject, the telepath is able to manipulate nerve endings and brain patterns to

completely alter a subject’s perceptions. On successful use of this power, the telepath can take over a subject’s senses,

choosing what the subject sees, hears, tastes, smells and feels. While this ability is in effect, the telepath can literally create an entirely new reality for his subject. For example, the telepath could potentially alter his appearance as far as the subject is concerned, cause the subject to hear suspicious noises that require investigation or cause the subject to have an entire conversation with someone who does not exist.

Reality Fabrication Variations

As You Wish (DC +2):

Like the false memory implantation variant of the same name, this variant lets the target create a reality instead of the telepath imposing one on him. The target perceives what he wants to perceive. Again, the telepath can vaguely suggest the nature of the fabricated reality. For example, the telepath could force a target to see the telepath as someone who is allowed through a security check, but exactly who he is perceived to be is up to the target.

Sustained Reality (DC +2/round):

The fabricated reality is sustained after the telepath stops concentrating. The target may make a Will save each round to break out of the reality.

Spasm

Power Required: 14

Range: Medium

Action: Standard

Telepathy Check: DC 18

Concentration: No

Multiple Subjects: Yes

Chakra cost: 28

Similar to the Nerve Stimulation telepathic ability from the

same Discipline, Spasm sends synaptic shockwaves through

the muscles of a target. These impulses cause the target’s

muscles to clench and release sporadically, eliminating any

ability to use the affected area of the body. If successful,

the ability will send a ripple of light muscle spasms across

the target’s body. This will cause the target to drop any

object(s) it might be carrying and make it unable to move

or speak for 1d3 rounds.

Note: This ability only works on species with an internal

musculature. Insectoid (Gaim) or mollusc (Ipsha) species

are immune to Spasm.

Spasm Variations

5 Focussed Area (DC 22): The telepath focuses the

effects of Spasm to a single limb or body area. Choosing to

affect a hand, leg, stomach or mouth, the telepath makes

the chosen area’s muscles tighten as if cramped. Hands will

drop what they are carrying before becoming twisted fi sts,

legs will cause the target to limp or topple, the stomach will

cause uncontrolled vomiting and the mouth will produce

drool and guttural sounds instead of speech. Due to the

controlled area of the attack, this variation lasts for 1d6

rounds.

5 Stress Tendon (DC 24): The telepath uses the

Spasm ability to affect the areas of the target’s musculature

that connect to its tendons in order to cause signifi cant

bodily damage. If successful, the target only suffers one

round of the effects of Spasm, but immediately suffers 1d3

points of temporary Dexterity and Strength damage from

pulled and stretched tendon connections. This damage

cannot reduce an ability score below 3.

5 Wrack (DC 28): A more powerful version

of Spasm, this variation brings the full weight of a

wracking seizure down upon the target(s). The telepath

sets a torrent of confl icting synapses fi ring through the

target’s body, affl icting him just like the parent ability

does. The severity of the seizure is far greater, infl icting

1d6 nonlethal damage upon targets for each round

it affects them.

Telepathic Conditioning

Power Required: 6

Range: Self

Action: Standard

Telepathy Check: DC 14

Concentration: Yes

Multiple Subjects: No

Chakra cost: 12

This ability functions in the same way Nerve Stimulation

does, except in reverse. Using the strength of his telepathic

training, the telepath shuts off pain sensors and reroutes

unpleasant stimuli from the brain. While this ability is in

use the telepath can choose to use Telepathy skill checks in

place of Concentration skill or Fortitude save rolls when

resisting pain or similar external stimuli.

Telepathic Conditioning Variations

5 Numb (DC 18): The telepath uses the telepathic

conditioning ability to shut off higher degrees of sharp

physical pain, like those caused by fi sts or shock sticks.

While the ability is in effect, the telepath shuts down

most of the external pain sensors related to bruises and

impacts. This creates a ‘damage buffer’ that will allow the

target to ignore a number of points of nonlethal damage

equal to the Telepathy skill check result. When this buffer

is depleted, any further points of nonlethal damage are

applied as normal.

5 Painless (DC 20): The telepath uses the telepathic

conditioning ability to completely shut off pain of any kind

from the target’s mind. The target can weather the worst

injuries as mere nuisances, until they become too damaging

to ignore. While the ability is in effect the target can stay

conscious and act normally from 0 to –9 hit points, dying

as normal at –10. This ability variation does have one

drawback, however. The Games Master keeps track of the

amount of damage the target has suffered in secret, only

revealing the amount of hit point damage suffered if the

target is looked over with a successful Medical skill check

with a DC of 15 – the number of hit points below zero (or

simply 15 if the target still has positive hit points).