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[HOE] Yet More Syker Powers: Telepathy
While we're on the subject, here's a Syker "knack" I introduced --
two players chose to play identical twin Sykers. (I required the
second to agree to the copy the first one's traits sight unseen.
They weren't awfully great.) I let them have this ability for free,
although it requires chips to use it. One of the two, the one with
the Death Wish, boarded the Delta Queen alone with Mr. Tinsdale's
little package and used this knack to summon a "lift". It's been
used a time or two since.
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Syker Knack: Telepathy 1
A specific pair of Sykers (one or both may be greenies) may be
linked telepathically if the Marshal approves. Telepathy does not
operate constantly, but may be activated with a fate chip.
White: A short verbal message may be sent as one action.
Thought is somewhat faster than speech, but the message must
fit into one round (5 seconds) of time.
Red: Spending a red chip allows transmission of verbal
messages, a single visual image, and/or everything the sender
hears for up to one minute. The sender can perform other
actions after telepathy is initiated. The contact can be
prolonged at a cost of 1 strain/minute.
Blue: A blue chip allows transmission of all senses, with
verbal commentary, for one minute. It may be prolonged for 2
strain/minute.
Communication is one-way, except that the sender knows whether
contact has been made. Contact may fail due to extreme distance or
other impediments. If so, the sending Syker may expend strain points
to bridge the distance or barrier and avoid the complete waste of the
fate chip used to activate this Knack.
Up to 5 miles 0 strain
Up to 50 miles 1 strain
Up to 400 miles 2 strain
Up to 2500 miles, or
through a ghost storm 3 strain
Anywhere on (or near) Earth 5 strain
If the intended receiver is stunned at the time, the sender may make
a recovery roll for the receiver (any wound penalties the latter may
be subject to do not apply to this roll).