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TELEPATHY

Rank: 3

Cost: Varies

Dice Pool: Varies

Action: Varies

Range: Varies

Area: Varies

Duration: Varies

Effect: The character is able to project her consciousness into the minds of others. The
character knows one of the following techniques for each dot in Telepathy she possesses;
she may attempt to use a technique that she does not specifically know, but doing so
increases the Ultra Health cost of the technique by one and imposes a –1 penalty to the
activation roll (if any).

Extras: None.

[edit] COMMUNICATE

Cost: None

Dice Pool: Intelligence + (Expression) + Telepathy [vs. target's Resolve + Power Level]

Action: Instant or contested; resistance is reflexive

Range: (Power Level + Telepathy) x 5 yards

Area: N/A

Duration: One scene

Effect: The character is able to communicate telepathically. On a successful activation


roll, the character establishes a mental link with her target through which the two
characters can communicate, whether or not they share a common language. The target
character is aware of the link being established, and if he chooses, he may attempt to
contest the Telepathy activation roll with a reflexive Resolve + Power Level roll; if the
target wins this roll, the telepathic link is not established. Once the link has been created,
it remains in place for one scene, unless one of the characters decides to sever it; the
activating character may sever a telepathic link automatically as a reflexive action, while
the target character must roll his Resolve + Power Level in a contested action against the
original activation roll in order to sever the link.

[edit] MENTAL BLOODHOUND

Cost: 1 Ultra Health

Dice Pool: Intelligence + (Investigation) + Telepathy

Action: Instant

Range: Varies

Area: N/A

Duration: Instant

Effect: The character is able to track a target from a great distance by focusing on his
mental activity. In order to locate a target with this power, the activating character must
be familiar with that target, either through previous telepathic contact or through some
other means of interaction. A single success on the activation roll allows the character to
detect her target if he is anywhere within (Power Level + Telepathy) miles; each
additional success on the activation roll doubles this range. If the target character is in
range and his brain is functional, the activating character is immediately aware of his
exact location in relation to her. If the target is not in range, or if his brain is no longer
functioning, this power fails.

[edit] MEMORY ALTERATION

Cost: 1 Ultra Health

Dice Pool: Intelligence + (Expression) + Telepathy vs. target's Resolve + Power Level

Action: Contested; resistance is reflexive

Range: (Power Level + Telepathy) x 5 yards

Area: N/A

Duration: Instant

Effect: An extension of the Mind Probe technique, this power allows the character to alter
the memories of another. In order to use this technique, the character must first find and
learn the information she wishes to change using the Mind Probe technique; once this is
done, the character may make a contested activation roll to alter the memory. If the
character wins the activation roll with an ordinary success, she is able to alter any single
memory or piece of information in the target's mind; however, any related thoughts or
memories (such as mnemonic devices for remembering passwords) will be left intact,
which may end up confusing the target or alerting him to the memory alteration. If the
character wins with an exceptional success, not only is the chosen memory or piece of
information altered, but any related memories will also shift and alter to accommodate
the changed information, rendering the target unable to detect the memory alteration
without outside help. The memory changes caused by use of this technique are
permanent, although the target may eventually realize that his memories are incorrect
through interaction with other characters.

[edit] MIND PROBE

Cost: 1 Ultra Health

Dice Pool: Wits + (Investigation) + Telepathy (vs. target's Resolve + Power Level)

Action: Extended, or extended and contested; resistance is reflexive

Range: (Power Level + Telepathy) x 5 yards

Area: N/A

Duration: Instant

Effect: The character is able to read the thoughts and memories of her target. In order to
use this power, the character must make an extended activation roll and score a number
of successes based on the target's Resolve and the nature of the thoughts or memories
being sought. Accessing a target's surface thoughts or short-term memory requires only a
number of successes equal to the target's Resolve. Accessing non-confidential
information stored in the character's long-term memory (such as family birthdays or basic
job information) requires a number of successes equal to the target's (Resolve x 3).
Intimate or personal thoughts, or confidential memories (blackmail information, criminal
activities, security codes) require a number of successes equal to the target's (Resolve x
5) to uncover, and learning the deepest-hidden thoughts and most-repressed memories
require a number of successes equal to the target's (Resolve x 7). It's also possible to learn
a target's basic personality traits (in game terms, his Virtue and Vice) in this manner; the
Storyteller should determine how many successes are necessary to learn this information
based on the above guidelines and how honest or dissembling the target is. The character
using the Mind Probe technique may make a maximum number of rolls equal to the
character's Resolve, and each roll takes one turn. A character targeted by Mind Probe
may make a reflexive (Wits + Composure - activating character's Telepathy rating) roll to
become aware of the psychic intrusion, and if successful, may contest the activation roll
with a reflexive Resolve + Power Level roll each turn; if the target wins, the activating
character does not gain any successes towards learning the desired information that turn.
[edit] THOUGHT DETECTION

Cost: 1 Ultra Health

Dice Pool: Intelligence + (Investigation) + Telepathy

Action: Instant

Range: Varies

Area: N/A

Duration: Instant

Effect: The character is able to expand her awareness and detect nearby mental activity.
A single success on the activation roll makes the character aware of every entity with at
least the intelligence of an insect within (Power Level + Telepathy) x 5 yards of her. Each
additional success on the activation roll doubles this distance. The character is aware of
both the location and the nature of each detected intelligence; for example, she would be
able to recognize that the primitive minds in the floorboards belong to cockroaches and
that the more advanced, familiar intelligences on the other side of the wall are humans.
When faced with an unfamiliar intelligence, such as an A.I. or an extra dimensional
being, the character will learn the qualities of the intelligence ("highly advanced and
extremely logical," or "similar in strength to a human but completely unfamiliar") but
will not recognize the manner of entity to which they belong.

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