The Communication Discipline allows telepaths to exchange information directly from mind to mind.
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 finds a specific 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 horrific 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 rumour monger 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.
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.
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 realize that the message is a telepathic communication, not a real event.
Calm Fears (DC 20): The telepath fills the target’s mind with soothing thoughts, blanketing any anxiety-filled and fearful thoughts with stronger and more beneficial 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).
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 mini-flashes 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.
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): The 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.