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:
- Good: The victim suffers a -3 to strike and a +3 to parry, dodge,and
roll with punch, fall, or impact. He becomes more pacifistic and friendly. He
loses -10% on all skills. However, if he is using a skill to protect someone or
do something he believes in (likely a medical skill or a repair skill) he gets
a +5% bonus on the roll (no penalty on it).
- Selfish/Neutral: The victim suffers a -2 on all combat rolls, and also
loses one melee attack due to the enhanced indecisiveness of his id! His mind
is flooded with questions of right and wrong, morality, correct behavior, and
proper etiquette at the dinner table. He suffers only a -5% penalty to skills.
- Evil: The victim 'suffers' a +5 to strike and a -3 to parry, dodge,and
roll with punch, fall, or impact. He becomes more violent and aggressive. He
loses -10% on all skills. However, if he is using a skill to cause harm to
someone (possibly a piloting skill or a pilot related skill) he gets a +5%
bonus on the roll (no penalty on it).
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.