Telepath Trainings

Submitted by Matthew Keevil, UK, whitewizard1988@yahoo.co.uk

 

Acrokinesis
Prerequisites: Training: Telepathy, Jump 5, Telekinesis 5
Spend TE up to the average of your combined Jump and Telekinesis score to add that score to any athletics totals that round as you make subtle use of telekinesis and jump to augment your movements. Some agents refer to this ability as "wuxia" but they are to be pitied.

Body Kung
Prerequisites: Training: Telepathy, Training: Meditation, Biokinesis 2
The agents control over his vital systems is so great that with 10 minutes meditation he can perform a variety of "tricks" normally associated with martial artists and mystics such as balancing himself bodily on a spike without injuring himself, walking on burning coals or controlling his heart rate and glandular systems. For the most part this is limited to particularly impressive parlour tricks but the GM may wish to allow the agent to reduce the potency of any Toxin in his system by 1-2 points, making it easier to rid from his body with biokinesis or internal toxin filters.

 

Toxin resistance

Prerequisites: Endurance 8+

You have inured yourself to a particular chemical through a combination of genetic reconstruction and micro dosing.

Choose one toxin or drug; the potency counts as one lower for you. This training may be selected multiple times, the effects do not stack but instead applies to a different toxin or drug.

 

Psychic Gladius

Prerequisites: Training: telepathy, Psi- blade 3.

You may manifest your psi-blade in the form of a shortsword rather than a longsword if you wish, doing so reduces the damage die to d6 but increases the rate to 3.

This training may be used in conjunction with Twin psi-blades.

 

Practiced shield

Prerequisites: Training: Telepathy, Shield 7, level 8.

You may continue to take free actions while maintaining your telepathic shield.

 

Subtle Shield

Prerequisites: Training: Telepathy, Shield 5.

Your telepathic shield is invisible, attacks make it momentarily visible.

This training has no effect on hard ion shields.

 

Psychometry

Prerequisites: Training: Telepathy, Training: meditation, Prescience 5.

You may sense details relating to important events about an object by touch.

Note that while a psychometry attempt takes 10 minutes to initiate, the actual experience lasts only one round no matter how long the experience seems to the telepath.

Psychometry costs an amount of telepathic energy equal to the rank of prescience used x2.

 

 

Psychometry


Roll

Prescience + Perception

 

Note Object XS (objects gain an automatic XS based on their type, see below):

Mundane
(pen, mug, spoon) - 6 XS
Cherished
(PDA, Phone, Briefcase) – 5 XS
Loved
(Sports car, Tailored Suit, photo of relative) - 4 XS
Important
(Data medium, unused weapon) – 3 XS
Paramount (Murder weapon, cybernetics) – 2XS

 

 

Compare difference

Differences of 0 or minus values versus the agent give no result and may provide incorrect information if the negative difference is low enough.

1 – Vague impression of last owner (rough height, weight, ethnicity, general description etc.)
2 – Face/ Good description of last owner, as 1 for second-to-last owner.
3 – Name of last owner, as 2 for second-to last, as 1 for third-to-last.
4 – Still image of event in which item is relevant for last owner, as 3 for second-to-last, as 2 for third-to-last, as 1 for fourth-to-last.
5 – “Video” of one event in which item was relevant to last owner (with sound), as 4 for second-to-last etc.
6+ - Whatever GM deems appropriate, may provide multiple events or a single important event which is rendered 3 Dimensionally in which the agent may observe the situation from multiple angles, stop, replay and rewind as he wishes.

 

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