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).