Telepathy

Telepathy

One of the scariest and most amazing of the abilities in the mental arena is the ability to speak through only the mind and be able to hear other’s thoughts. Going even beyond that, though, is the ability to alter those thoughts into anything of the user’s choosing and make the victim do, or believe, whatever the user chooses. This is an ability that all mental users would love to possess and many have to some varying degree or another.


Telepathy is a version of this, though not as powerful as Anomalous Cognition, it has its own bonuses. Telepathy is the ability to read the thoughts of other and to alter some degree of their thinking using only the mind. It is different, however, in that the Telepath is using some outside force to help them achieve these goals. The Telepath gets into an agreement with a higher being whom needs them for some reason or another and gains the abilities using the higher being as a source. Usually the higher being will ask the Telepath for a single thing in exchange for the gifts, but some will ask for higher stakes. It is up to the Telepath if they choose to accept. Once the higher being is done with the Telepath, they part ways and only have to pay homage once or twice a year, and this is usually not very high cost.


The Telepath can speak with creatures on the field to have them help out when in battle. This ability will actually strengthen the creatures and will help the user to be able to fight more fluidly. A Telepath can also “see” through the creatures eyes to a degree and as such be able to find where the creature is if they are lost, or be able to see battle formations from on high if they are using winged creatures. The Telepath can also have the creature defend them in a moment of need, even if they are targeted. (Targeting does not work on the Telepath.)


A Telepath can use their abilities against their opponents directly as well, to varying degrees. The Mental attack of the Telepath vs. the Mental Defense of the victim. If the Telepath wins by more than 10 points, then they can “hear” the thoughts of their opponent for one round. (This will cost focus, which will use up will points, at about 5 pts. per try.) If the victim loses by more than 20 pts. the Telepath can have them do one action on their next round. If they lose by more than 40 pts. the Telepath can have them do any four actions of choosing at any point. (The Telepath can not have the player kill him/herself or his/her creatures, minions, etc. This would be completely against the victim’s will and belief system and thus would break the hold of the Telepath.) (Note: this will work the same way on a creature, minion, etc.)


The Telepath can use their abilities in a circle around themselves so that they can not be snuck up on by anything that thinks. Stealth abilities, Dark abilities will not work on the Telepath. They also can use this ability to avoid incoming attacks that are of sentient nature. Thus a player that is using Purple Magic, Gold Magic, or anything else that has sentient thoughts, will have a hard time hitting the Telepath as they can use their abilities to avoid the attack, even if they didn’t know where it was originally coming from.


The Telepath can also use their connection with their higher being to augment their mental abilities for a short time. During this time the Telepath can send out a wave that will nauseate any that get within range and keep them from being able to fight. This will cost the user 1/2 their will points (their original points, not just where they are now) and will fatigue them for 2 rounds after 4 rounds.