Designation: Violet

[ Designations | Common Abilities | Developed Abilities ]

This is the code for a person with highly developed telepathic abilities. After the initial successes of the Overseers in regards to their induction of pyrokinetic talents, the U.S. government next asked them to put their resources to work on developing a telepathic soldier. After several tries, they began to get the hang of instilling telepathic powers without driving the Volunteers insane (see Luno for an example). Once the process began to be perfected, the government started sending some of their top CIA and FBI agents to D8 for improvement. As soon as the super spies were complete those that could still be trusted were sent into hostile governments to influence them. To this day, the U.S. government is using their telepathic patriots to make other countries dependent upon the United States.

D8-Violets are often called readers, pushers, thinkers, 'teeps', spyguys, and spygals. For obvious reasons, people are more suspicious of telepaths than any other psychic. Even non-telepathic psychics are wary of the pushers. The stigma of being mind readers forces D8-Violets into the uncomfortable position of being feared. As a result of this telepaths tend to associate only with other telepaths. They refer to anyone without telepathic powers, even other psychics, as 'mundanes.' Out of all the project designations, the telepaths are the most likely to go insane and/or to turn on their fellow Volunteers and the D8 project. In general, they enjoy watching a sci-fi show known as Babylon 5, from where a great deal of their inspiration in life is drawn.


D8-Violet Common Abilites:

Telepathy and Empathy (special!)

Range: Reading surface thoughts/emotions has a range of 120ft plus 10ft per level of experience. Telepathic communication (sending thoughts) has a range of 200ft plus 50ft per level of experience.
Duration: None - automatic and constant.
I.S.P.tm Cost: None for thought and emotion scanning (it is as natural as hearing is for mundanes), and 1 per minute of telepathic communication.
Save Throw: A person who suspects he is being scanned can resist and gets a save throw (roll under the character's M.E. on 1d20 to realize a scan is being performed. He won't know the source of the scan, just that he is being scanned. A person with a Mind Block (or some other mental defense) is automatically protected.

This ability has the same limitations as normal telepathy and empathy. It is, however, a much more powerful combination of the two. For the 'pusher,' telepathy and empathy are combined into one ability. With normal telepathy you only hear the thoughts and not the intent behind them. With empathy, you only sense the emotions a person is feeling - which is useful when they are talking out loud but less useful when they aren't sharing their thoughts. When telepathy and empathy are combined, it is possible to sense both the thought and the nature of it as well as the nuances of the motivation.

An example: A psychic is questioning a corporate CEO about thefts from a company. If the psychic were to use telepathy, he might hear 'Yes, I'm very familiar with that.' Without empathy, the psychic wouldn't know exactly in what sense the CEO was familiar with it. If he used empathy, he might feel a sense of guilt, but wouldn't know the 'source' of it so to speak. But with the two combined, the psychic might sense guilt from the CEO regarding a situation long ago in which the CEO (then a middle manager for a different company) stole some funds. He isn't guilty of the current theft, but did it long ago at a different place. So you see, telepathy and empathy are two sides of the same coin. Combined they can reveal much more than they can alone.

The character can send a single telepathic message at minimal cost, or a constant string of messages/instructions for 1 I.S.P.tm per minute. Telepathic communication is not two-way; that is only possible between two telepaths or by the Mind Link ability below.

The character's thoughts are also naturally guarded. He doesn't broadcast his thoughts or emotions if he doesn't want to, and so other telepaths can't pick up his thoughts via surface scans. But, as a matter of etiquette among other telepaths, the teep will allow his thoughts to be received by them.


Heightened Presence Sense (special!)

Range: 25 plus 5ft per level of experience.
Duration: Automatic and constant.
I.S.P.tm Cost: None
Save Throw: None
Base Skill: 60% plus 2% per level of experience. Rolls are required only to pinpoint the location of presences, not detect them.
Limitation: Normal psychics cannot select this power until level three, and must have Telepathy and Presense Sense. D8-Violets can select this power at level one.

This is an amplified and constant version of the standard psionic power. The character can sense all intelligent presences within his detection range. If the teep focuses only on this power for 1d4 melees, he can determine the exact number of presences and their exact locations!

This power is very much like the power of the Psi-Ghost from Psyscapetm Unlike that power, the pusher cannot sense when he is being viewed via technological devices controlled by a sentient being. Instead, he can temporarily boost the range of his power! At the cost of 1 I.S.P.tm per minute, the range can be pushed to 120ft +10ft per level of experience.


Hypnotic Suggestion or Suggestion:

Same as the psionic powers of the same name(s). For the D8-Violet a mere 2 I.S.P.tm is required per suggestion.


Special Bonuses:

The character gains a bonus of +1d4+2 to the M.A. attribute (minimum of 15) and a +10% bonus to the skills of Impersonation and Interrogation, and a +20% bonus to all languages. The character can pick up the basics of a language very quickly via telepathy, gaining 3% to the base skill per day for ten days to result in a skill level of 30% +4% per level of experience. This is without any professional instruction, which has it's benefits (the +20% bonus).


Other Psionic Powers:

At level one, the psychic may choose two healer psionic powers, two sensitive psionic powers, and two minor psionic powers from among all the minor categories. At every additional level of experience, the player selects one new psi-power from among the healer or physical minor psionic powers and one new power from among all three minor psionic categoriesRegular Telekinesis is the only kinesis power that the character may posess.


D8-Violet Developed Abilites:

Choose three 'strong' ones at level one, choose one at level two, and then select one more at every odd numbered level of experience (3, 5, 7, 9, etc.) All these powers are equivalent to super psionic abilities. For the D8-Violets, they can select two 'average' telepathic powers in place of one 'strong' one. The telepathic super psionic powers vary greatly in power, cost, and difficulty, thus the distinction between 'average' and 'strong' is used to separate the more advanced telepathic super psionic powers.


Average Powers

Advanced Trance State:

Same as the standard psionic power.


Any Mind Bleeder Power:

All Mind Bleeder powers are available to the D8-Violet (see page 45 of Psyscapetm). The activation cost is not changed.


Attack Sensing

Range: 30 feet
Duration: Two minutes per level of experience.
I.S.P.tm Cost: 10
Save Throw: None
Limitation: Normal psychics cannot select this power until level three, and must have Telepathy. D8-Violets can select this power at level one.

This ability is similar to the D8-Orange's Combat Sense, but is strictly telepathic in nature. The psychic gains a bonus of +2 on initiative, +4 to parry and dodge, +6 to roll with punch/fall, and can sense all incoming attacks (even sneak attacks and critical strikes from behind). Persons with a Mind Block or Mind Barrier in place are immune to telepathy as are non sentient creatures and artificial intelligences - therefore, the psychic has no bonuses against them.


Bio-Manipulation:

Same as the standard psionic power, but it only costs the D8-Violet 8 I.S.P.tm to activate.


Bio-Regeneration (Super):

Same as the standard psionic power


Cure Insanity:

Same as the standard psionic power, but it only costs the D8-Violet 20 I.S.P.tm to activate.


Empathic Transmission:

Same as the standard psionic power, but it only costs the D8-Violet 5 I.S.P.tm to activate.


Insert Memory:

Same as the standard psionic power, but it only costs the D8-Violet 15 I.S.P.tm to activate. See Heroes Unlimitedtm


Mind Barrier

Range: Self
Duration: Five minutes per level of experience.
Length of Trance: One melee action
I.S.P.tm Cost: 5
Save Throw: None
Limitation: Normal psychics cannot select this power until level two and must have Mind Block. D8-Violets can select this power at level one.

This is a more elegant form of the Mind Block ability. It allows a psychic to erect a mental defense against telepathic attacks and still use psionic powers. A Mind Barrier in place prevents empathy, hypnotic suggesstion, and scanning telepathy. Telepathic communications to the protected mind can be sensed and allowed if desired. The character gains a bonus of +2 to save vs telepathic invasions like Psychic Backlash, Mental Domination, and Mind Link (among others). While a Mind Barrier is in place the psychic cannot use any telepathic attacks, only telepathy, empathy, and other non-offensive telepathic abilities.


Mind Block Auto-Defense:

Same as the standard psionic power, but it only costs the D8-Violet 10 permanent I.S.P.tm to acquire.


Mind Bond:

Same as the standard psionic power, but it only costs the D8-Violet 8 I.S.P.tm to activate.


Mind Link

Range: Touch
Distance: Five miles per level of experience.
Duration: One hour per level of experience.
I.S.P.tm Cost: 20
Save Throw: Standard, if resisted.
Limitation: Normal psychics cannot select this power.

Mind link is a means of creating a two-way telepathic communication between two individuals. It allows the transmission of images, impressions, and thoughts across vast distances. The two participants can put the other's thoughts into the 'background' if neccesary, so that the thoughts of the other one don't intrude or distract. Neither has access to the other's private thoughts or memories unless allowed. A telepathic scan done on one of the two will indicate the presence of a Mind Link, and the surface thoughts of both linked persons can be read.

If either participant creates a Mind Block, the link is immediately severed. A Mind Barrier, however, will not do this - it is a more advanced mental defense.


Mind Scream

Range: 30ft if purely mental, or 60ft if the telepath yells or screams.
Duration: Instant, but the effect lasts for one melee per level of experience.
Length of Trance: One melee action
I.S.P.tm Cost: 5
Save Throw: Standard
Limitation: Normal psychics cannot select this power until level two, and must have Telepathy. It costs them 10 I.S.P.tm to use instead of five. D8-Violets can select this power at level one.

Anyone who has a Mind Block or Mind Barrier in place is impervious to this power. Those who don't are less fortunate. A Mind Scream is the telepathic equivalent of yelling in someone's ear at full volume. It will scare the hell out of someone who isn't expecting it. If the target is in combat, performing a skill, or is focusing on some other task then he can be distracted. Sometimes, it is also possible to distract the target enough so that he loses concentration and screws up a spell or can't focus enough to change shape. If the telepath has the energy he can cause a -1 penalty to save per additional 5 I.S.P.tm spent on the scream.

A successful save throw means the intended target can mentally 'hear' the telepath but the scream has no adverse effect and can be ignored. If the save throw fails, the victim is scared/distracted and suffers a -4 or -20% on their immediate next action. At level five increase the penalty to -6 or -30%, and at level eight increase it again to -8 or -40%.

If targeted at spellcasters, psychics, mutants, or anyone else about to use special powers, this causes that action to immediately fail. This can inhibit thet casting of a spell, creating a psionic effect, transforming into steel, etc. In the case of spellcasting and psionic effects, half the P.P.E.tm or I.S.P.tm is lost in the failed attempt.

In either case (the big combat penalty or failing an action requiring concentration) the victim will suffer a -1 or -5% penalty for the duration of the effect (one melee per level of experience). This can be likened to 'ringing ears' after a loud noise.


P.P.E. Shield:

Same as the standard psionic power, but it only costs the D8-Violet 8 I.S.P.tm to activate.


Psychosomatic Disease:

Same as the standard psionic power, but it only costs the D8-Violet 20 I.S.P.tm to activate. See Psyscapetm


Radiate Horror Factor:

Same as the standard psionic power, but it only costs the D8-Violet 5 I.S.P.tm to activate. See Psyscapetm


Sense Link

Range: Touch or one foot away.
Distance: Five miles per level of experience.
Duration: One hour per level of experience.
I.S.P.tm Cost: 10 per sense link
Save Throw: Apply a -2 penalty, if resisted.
Limitation: Normal psychics cannot select this power.

This power lets the psychic 'tune in' to one sense of the targeted being. This sense might be sight, hearing, touch, smell, or taste. More than likely, it will be sight or hearing because those are the most useful senses to humans. The benefit is obvious - the psychic is able to sense what the target senses. The main drawback is that anything that affects the senses of the target affects the senses of the thinker in the same way - thus, if the target is blinded from a bright flash of light, the psychic's own sense of sight is blinded for the same amount of time as the target's (no save throw).

The target doesn't know that his sense has been 'hijacked' unless the telepath tells him - if the initial touch is done inconspicuously and, the target fails his save throw, the target won't have any idea of what happened. If he succeeds in his save throw, he'll know that someone tried a 'mind trick' but he won't know exactly who tried it or what trick it was.


Skill Absorbtion

Range: Touch
Duration: 10 minutes plus 5 minutes per level of experience.
Length of Trance: Two melees
I.S.P.tm Cost: 20 per skill category.
Save Throw: Standard, if resisted. This cannot penetrate a Mind Block or a Mind Barrier.
Limitation: Normal psychics cannot select this power until level three, and must have Telepathy, plus it costs them an extra 10 I.S.P.tm D8-Violets can select this power at level one. Hand to hand combat skills and weapon proficiencies cannot be absorbed. Physical skills can't be absorbed either, except for Climbing/Rappelling and Swimming.

The psionic has the capacity to absorb another person's entire experience regarding one skill category within a few seconds of concentration, with a few variations. In the case of piloting skills, pilot related skills are also gained (but suffer a -10% penalty unless targeted for absorbtion also). Language and lore skills are not absorbed along with all technical skills - they must be done individually. If a language is absorbed, the corresponding literacy skill is also gained if the target knows it.

Entire groups of skills are gained because they are commonly used together and/or draw upon a common knowledge base. Magic casting skills cannot be copied. The most notable limitation is that only two skills can be absorbed at level one, plus one more for each additional level of experience (the target skill and a few related ones). GM's should exercise their own judgement regarding this.

The person who the skills are absorbed from doesn't lose their knowledge, nor are they harmed or inconvenienced in any way. The telepath gains the skills at the same skill level as the person he absorbed them from.


Telemechanics:

Same as the standard psionic power.


Tele-Neurotisis:

Same as the standard psionic power, but it only costs the D8-Violet 20 I.S.P.tm to activate. See the new psionic powers on this website.


Strong Powers

Group Mind Block:

Same as the standard psionic power, but it only costs the D8-Violet 15 I.S.P.tm to activate. See Heroes Unlimitedtm


Group Trance:

Same as the standard psionic power, but it only costs the D8-Violet 12 I.S.P.tm to activate. See Psyscapetm


Ego Whip

Range: 60ft +10ft per level
Duration: One minute per level of experience.
Length of Trance: One melee action
I.S.P.tm Cost: 15
Save Throw: Standard
Limitation: Normal psychics cannot select this power.

The first telepaths of D8 were great fans of the old 'Dungeons and Dragons®' roleplaying game. They used their telepathic powers to conduct high-speed roleplaying games. They did not waste time with smalltalk and inconsequential details - they just played. One of the original six teeps hit upon the idea of working at the development of powers in the D&D books. From that venture came a series of abilities the Overseers had never conceived were possible, and a list of powers that made non-telepaths (psychic and non-psychic) even more untrusting of the D8-Violets.

The 'Ego Whip' is a strong attack in which the victim's sense of self is degraded - their 'ego' itself is damaged. This results in reduced combat abilities and skill penalties. The victim becomes -2 on all combat rolls (initiative, strike, dodge, parry, roll with punch/ fall/ impact, damage, everything) and a -10% penalty on all skills performed within the period of effect. At levels three, six, and nine, and twelve the penalties increase by -1 and -5%. So a level three psychic can cause -3 and -15%, while the twelfth level telepath can cause -6 in combat and -30% to skills! In addition to the penalties on rolls, the victim loses one attack per melee, loses 20% of his speed (good against super speed characters!), and becomes -1 on all save throws! The mind is a terrible thing to lay waste to...


Id Insinuation

Range: 30ft +5ft per level of experience.
Duration: One minute per level of experience.
Length of Trance: One melee action
I.S.P.tm Cost: 10
Save Throw: Standard, but psychics and beings with an M.E. of 20 or more are +3 to save. Anyone with an M.E. of 8 or less is -3 to save.
Limitation: Normal psychics cannot select this power.

This D&D inspired power causes the victim's control over their desires to become reduced. Their subconcious desires have more of an effect on their concious mind, which causes confusion and odd behavior. This is a telepathic attack. All victims have their M.E. reduced by 30%. They also suffer a -3 to save vs existing insanity (they become less able to control insanities they have developed, but have no penalties when saving against attempts to induce a new insanity). The other effects vary in accordance to the target's alignment:

Invisible Haze:

Same as the standard psionic power, but it only costs the D8-Violet 20 I.S.P.tm to activate. See Heroes Unlimitedtm


Mental Domination

Range: Twelve feet
Duration: Twenty minutes per level of experience.
I.S.P.tm Cost: 20 plus the M.E. of the victim (it is harder to dominate the mentally strong).
Save Throw: Standard
Limitation: Normal psychics cannot select this power until level three, and must have Hypnotic Suggestion or Suggestion. D8-Violets can select this power at level two.

This is the telepathic power to impose one's will upon another sentient being. It is useless against animals and the extremely insane. If the victim fails his or her save throw, he is subject to all commands of the telepath. The victim is still cognizant of their actions and will act normally, save for the fact that they must do whatever the psychic asks of them. Commands contrary to a person's alignment or strong personal feelings (which may be feelings of love, hate, aversion, and even insanity) give them an immediate chance to break free of control. If that roll fails the person will not carry out the action but tell their master 'I cannot do that' or something similar.

A D8-Violet can also command a person to follow another person's orders, though the victim will be able to resist more (menial tasks can be ignored, but major ones cannot). Lastly, a psychic can use this ability to impant a command to take place at a later time, but only one command that is not too complex or time consuming (requires less than five minutes for the victim to execute).


Mentally Possess Others:

Same as the standard psionic power, but it only costs the D8-Violet 20 I.S.P.tm to activate. See Heroes Unlimitedtm


Mind Thrust

Range: 90ft plus 10ft per level of experience.
Duration: One minute per level of experience.
Length of Trance: One melee action
I.S.P.tm Cost: 5 per minor psionic power and 10 per major super psionic power.
Save Throw: Standard, but all telepaths are +2 to save vs this kind of attack.
Limitation: Normal psychics cannot select this power. D8-Violets can select this power at level one.

This power is only useful against other psychics - it allows the teep to temorarily inhibit the victim's psychic powers! The victim loses the ability to use one psychic power (chosen at random) for the duration of the effect. This is a telepathic attack.

The attacking telepath can target a specific psychic power for disruption, but this costs twice as much I.S.P.tm to perform. This targeted Thrust can also be tuned into 'whatever psychic power the target is using right now' in order to disrupt an unknown but potentially dangerous psionic effect.


Mind Wipe:

Same as the standard psionic power, but it only costs the D8-Violet 7 I.S.P.tm per 1d4 days of the 'wiping.' To permanently wipe a mind blank costs the psychic 150 I.S.P.tm but drains no M.E. points.


Psi-Wave: Command

Range: 25ft plus 5ft per level of experience
Duration: One melee per level of experience.
Length of Trance: One melee action
I.S.P.tm Cost: 3 per target
Save Throw: Standard, with a -2 penalty. Very strong or alien minds (like those of demons, supernatural intelligences, gods, dragons, vampires, werecreatures, cyborgs, mutant geniuses, etc.) do not suffer the penalty.
Limitation: Normal psychics cannot select this power until level three, and must have Telepathy and Hypnotic Suggestion. D8-Violets can select this power at level one (they already possess the prerequisites).

This special Psi Wave power is known almost exclusively to D8-Violets. It gives them the power to issue a command to a group of targets. The psychic need not even speak the command. He can command a group of targets to drop their weapons, do jumping jacks, turn around and run the other way, attack each other, curl up into a fetal position, etc. Targets cannot be commanded to do anything against their alignment (such a request will fail) and if they are attacked they will be able to defend themselves contrary to any commands otherwise.


Psi-Wave: Pain:

Same as the standard psionic power, but it only costs the D8-Violet 2 I.S.P.tm per target. See the new psionic powers on this website. The pre-requisite psionic powers are still required for the D8-Violet.


Psi-Wave: Sleep:

Same as the standard psionic power, but it only costs the D8-Violet 3 I.S.P.tm per target. See the new psionic powers on this website. The pre-requisite psionic powers are still required for the D8-Violet.


Psi-Wave: Vertigo:

Same as the standard psionic power, but it only costs the D8-Violet 1 I.S.P.tm per target per half melee. See the new psionic powers on this website. The pre-requisite psionic powers are still required for the D8-Violet.


Psychic Backlash

Range: 18ft plus 2 feet per level of experience.
Duration: The effects vary in duration.
I.S.P.tm Cost: 25 plus the M.E. of the victim, but double the effective M.E. for powerful psychic beings, gods, supernatural intelligences, etc.
Save Throw: Standard, with a -2 penalty. Those with a Mind Block (or some other mental defense) in place suffer no penalty to save.
Limitation: Normal psychics cannot select this power until level three, and must have Telepathy. D8-Violets can select this power at level two.

The D8-Violet posesses a devastating ability to telepathically assault a victim. The psionic uses his/her own psionic energy to cause the victim's brain to undergo sensory overload by amplifying the normal senses, emotional responses, subconcious mind, and the thoughts of all individuals nearby. It's like creating a funnel that pours sensory and emotional information into a brain until it overflows.

If the save throw fails, the victim must immediately save vs pain (16)! If the pain save throw fails, the victim falls immediately unconcious for 1d4+2 hours and suffers the listed penalties for 1d4+2 hours after they wake up. If it succeeds the victim immediately falls to the ground screaming in pain for 1d4+1 melees, and can only scream for that period. Afterwards, they suffer a loss of initative, -4 on all combat rolls, and -25% on skill performance for 2d6+3 hours. It is arguably less traumatic for the victim if he goes unconcious from the pain. In either case, victims suffer a loss of 1d4 hit points +1 hit point per level of the psychic.

If the psionic save throw is low, there is also the possibility of permanent damage. A roll of 5 or less means the victim must save vs insanity or run the risk of picking up one. A roll of one means the victim picks one up automatically. Roll on the table for a random insanity resulting from trauma.


Psychic Deterioration:

Same as the standard psionic power, but it only costs the D8-Violet 40 I.S.P.tm to activate. See the new psionic powers on this website.


Psychic Invisibility (special!)

Range: Line of sight or 100ft radius +10ft per level of experience.
Duration: One minute per level of experience.
I.S.P.tm Cost: 10
Save Throw: Standard, but has a -2 penalty. Powerful psychic sensitives (including D8-Oranges and D8-Violets) have no penalty.

This isn't true invisibility. but something far better. The telepath can cause himself to be regarded as insignificant and not a threat. It is more 'blending' than invisibility. This only works if the teep is trying to be inconspicuous. If he attacks someone, makes a lot of noise, or causes some other kind of disruption the effect ends immediately. This will also work on the operators of surveillance devices, as long as they are in range of the power

This has no effect on video cameras, alarms, and other technological devices and they will be able to see or hear him (or activate an alarm because of him) unless the character also has Telemechanics! To become invisible to technological devices costs an additional 2 I.S.P.tm


Psychic Omni-Sight:

Same as the standard psionic power, but it only costs the D8-Violet 12 I.S.P.tm to activate. See Psyscapetm


Telepathic Blade

Range: Self, the blade is about 2ft long +1ft of length at levels six and nine.
Duration: Five minutes per level of experience, but the effects of a strike last for 1d4 melees per level of experience.
Length of Trance: Two melee actions
I.S.P.tm Cost: 20
Bonuses: +1 to strike at levels three, six, and nine. Bonuses from the Sword W.P. can be used.
Save Throw: Parry or dodge.
Limitation: Normal psychics cannot select this power. D8-Violets can select this power at level three.

This unusual telepathic ability is the creation of a plane of mind-disrupting energy. When it strikes a victim, it can cause paralysis and sometimes even unconciousness! Though the 'teepsword' can only harm living creatures it passes right through walls and armor! When fighting against combatants wearing armor (or ones transformed into steel or mist) the teep needs only to roll the normal 5 or better to strike them. It is not possible to parry the teepsword because it has no physical form, and conversely the teepsword cannot be used to parry with unless the attack being parried is a psychic one (a Telekinetic Blast, Psi-Sword, Mind Bolt, etc.) The player may pick the appearance of the blade at the time of this power's development, but unlike the Psi-Sword its form cannot be changed.

When the teep rolls a natural 15 or better to strike, the victim must save vs psionics or suffer the effects of the stun listed under Bio-Manipulation. If the teep rolls a natural 19 or 20 to strike, then a save throw must be made against complete paralysis! A Mind Block or Mind Barrier will provide a +2 to save against these effects, plus it will cut the damage from it in half.