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[HOE] Syker knack: telepathy



All this psychic power and no plain old telepathy?  Two players in my
posse decided to play twin Syker sisters and asked for some sort of
telepathy.  I made up this knack.  It's been tested in play at the
shorter ranges and simpler modes.

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, a sender using the
red or blue chip power may make a recovery roll for the receiver (any
wound penalties the latter may be subject to do not apply to this
roll).