Communication

The Communication Discipline allows telepaths to exchange information directly from mind to mind.

False Memory Implantation

Power Rating: 16

Range: Touch

Action: Special

Telepathy Check: DC 25

Concentration: Yes

Multiple Subjects: No

Chakra Cost: 32

Many mundanes believe that tales of false memory

implantation by telepaths is mere rumour.

However, it is well within the realms of possibility for the greatest and most accomplished telepaths. False memory implantation is a difficult ability to perform correctly and it is very time consuming. However, if successful, it will allow a telepath to wipe the memories of a subject, or give him entirely new ones that will be indistinguishable from reality.

False memory implantation requires far more time to perform that other telepathic powers. Instead of occurring every round, a telepath must maintain the power for ten minutes for every one hour he wishes to alter of the subject’s memories. The subject is permitted to make a Will save to resist the ability every ten minutes – success will result in the entire false memory implantation being rendered useless, with the telepath being forced to start all over again if he wishes to succeed. Naturally, the subject must be restrained throughout the false memory implantation. The telepath will typically remove all

memory of the subject being captured and restrained as part of the false memory implantation.

False Memory Implantation Variations

Altered View (DC 25): The telepath fi nds a specifi c

instance that both he and the target witnessed and adjusts

the scene so it matches what the telepath wants it to. A

polite wave could be adjusted to a horrifi c profanity, a hug

from a political rival made to feel like a poisoned pinprick

or perhaps an apology could be made into a threat. Just like

any false memory implantation, this could cause the target

some confusion if the rest of the scene does not match up

but a good gossip or rumourmonger can sweep such trivial

things under the carpet quickly enough.

As You Wish (DC 25): The telepath merely erases a

chosen portion of the subject’s memories and the subject

fills them in as he wishes to remember events. This can

result in more convincing memories (the subject is less

likely to ‘act out of character’, as he is creating the false

history instead of the telepath). However, this version

of false memory implantation can also create more

problems, as the subject’s history may be contradicted

by actual events that the subject was unaware of. The

telepath may give a direction to the subject (‘you

remember a happy event/a routine day/falling asleep’)

but the telepath does not know the nature of the false

memories unless he scans the subject afterwards.

Force Implant (DC +3): For every +3 increase in the

DC of the Telepathy check, the subject’s Will save is

reduced by –1.

Chain Memories (DC 28): This variant lets the

telepath leave ‘connectors’ at the end of each memory

period, so if the subject succeeds in his Will save, only

the most recent hour of changed memories is lost.

Idea Seed

Power Required: 8

Range: Close (P9 Medium, P11 Long)

Action: Standard

Telepathy Check: DC 16

Concentration: No

Multiple Subjects: No

Chakra Cost: 16

This ability is similar to the message ability,

except that it plants a simple idea in the target’s subconscious rather than communicating with

the target’s conscious mind. The idea must be one that can be conveyed in a dozen words. For a number of hours equal to the result of the telepath’s Telepathy check, the idea will stick in the target’s mind. Whenever the target is involved in a boring or routine task, or is not doing anything in particular, and has the opportunity to act on the planted idea, he must make a Concentration check at DC 12 to avoid acting on the idea.

Idea seed works on the subconscious level – planting the idea ‘let me out of this cell’ in a guard’s mind will not make him throw open the cell door. But it might mean that when he goes back to his security office and is sitting there reading Universe Today, he accidentally rests his foot on a button and opens the cell door slightly, or just does not pay attention to the security monitors.

Intimation (DC 20): The target receives positive miniflashes of the telepath’s desired outcome. For example, in a real estate transaction the flashes will be of the target

living happily and enjoying the property; in a business arrangement the flashes might be of growing stock prices and expanding dividends. Whatever the flashes might be is irrelevant. Every successful use of this ability on a target decreases his ability to resist haggling or negotiations by -1, to a maximum of -5.

Second Sight

Power Required: 7

Range: Close (P9 Medium, P11 Long)

Action: Standard

Telepathy Check: DC 18

Concentration: Yes

Multiple Subjects: No

Chakra Cost: 14 (18 Medium, 22 Long)

Penetrating into the mind of another, the telepath may use

second sight to see and hear everything his subject does. The target must allow this intrusion willingly. If the telepath

has any special skills or capabilities with regards to sight and sound, they will not apply for the duration of this ability – only what the subject sees and hears will be noticed. Any Notice checks, for example, will use the subject’s skill bonus, not the telepath’s. This ability requires Line of Sight to execute but the target can wander out of Line of Sight once it is active.

Second Sight Variations

Force Sight (DC +5): The telepath can use this ability

on an unwilling target but the target is permitted a Will

save to resist.

Share Senses (DC +5): The telepath can share the second

sight vision with a third party, who must be within close

range of the telepath.

Telepath Hop (DC 25): The telepath can use other

telepathic abilities as if he were located at the spot

where the target of second sight is located.

Message

Power Required: 6

Range: Close (P9 Medium, P11 Long)

Action: Standard

Telepathy Check: DC 12

Concentration: Yes

Multiple Subjects: Yes

Chakra Cost: Free

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

Communicate(DC 8) - Communicate is Psionic communication between Telepaths and Latent Telepaths, in roleplay the Tilde symbols ~hello~ designate Telepathic communication, two latent telepaths cannot communicate unless making physical contact.

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 Telepathy 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.

Calm Fears (DC 20): The telepath fi lls the target’s mind

with soothing thoughts, blanketing any anxiety-fi lled

and fearful thoughts with stronger and more benefi cial

ones. While the power is in effect and the telepath retains

concentration the target receives a bonus to his Will saves

and Concentration skill checks equal to half the telepath’s

P-level (round up).

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

Chakra Cost: Free

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): T

he 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.