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.