Telepathy is my favorite power in the game, and unfortunatly, no player character has had it yet. I have always toyed with just giving it to the next player character so I am play test some of the things I would like to do with it. I figured I would toss out some of the ideas I have for this power here, and see what you guys thing.
Telepathy is the ablity of sending and recieving thoughts. And since, in my game, most super powers come from the super hero thinking they can do these amazing things, the ablity to send and recieve thoughts is more powerful than in most campaigns.
The first thing a telepath must do is establish Contact. Think of contact as "mentally locating" another's mind. The telepath must concentrate, spend their point of power and roll Id20. If they make their save, they have made contact. The number of successes ( how low they rolled vs their I score) lets them make more contacts up to their upper limit, which is their Intellegence score.
So Esper wants to scan the next room. She concentrates, spends a point of power and rolls a 6. Her intellegence is 17 so she succeeded by ( 17-6=11) 11. So she can make contact with up to 11 minds. This takes an action. Making contact always takes an action. She is not sure if there are more than 11 minds in that room, but she is sure that there are at least 11. She can make contact with only 6 more minds, as her brain can only handle contact with 17 minds at one time. Now that she has made contact, she can on her next action, start reading the surface thoughts of the those she is in contact with. Surface thoughts are what the person is actively thinking about at that point. Esper can also send her surface thoughts to the contact. Nothing to deep, nothing to complicated, but it may be enought to distract the contact. Esper may also act as a mental switchboard with willing contacts at this point. After this more concentration and skill with telepathy is needed. To make contact with a resisting target, the telepath still rolls their I score. The resisting target rolls wd100 ( I use a will stat in my game). If the reistor make this save, you must count the success vs the Telepaths successess. The one with the higher number of successes wins the challenge. If the resistor is skilled in mental resistance, then they use a d20 instead of a d100. The telepath will still know that there is a mind there, but they will beunable to read their thoughts, or to send them her thoughts. To make a deep scan, or a thought probe, the telepath must be able to touch the target. Contact must be maintained and unbroken. Then the telepath rolls Id20. If successful then they can search for the thoughts they want. The target must be awake for this. If they are uncouncious then nothing can be found, if asleep, then only dreams can be read. If the target resists the probe, then the same process for resisting contact is used.
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