Telepathy (skill)
Abilities
Skill | Rank | Percent | Description |
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Sense | Inept | 0% | Use your telepathic powers to seek out others. |
Locking | Inept | 24% | Focus your telepathic power to lock minds with someone. |
Dissolve | Inept | 49% | Remove a mind lock. |
Glance | Inept | 74% | Look through the eyes of your subject. |
Telesense | Novice | 0% | Detect attempts to mindlock you. |
Throw | Novice | 50% | Mentally push a subject in any direction. |
Fullsense | Apprentice | 25% | Seek out all minds within your reach. |
Listen | Capable | 25% | Listen to all that your subject hears. |
Isolate | Adept | 0% | Cut remote communication off from your subject. |
Link | Adept | 25% | Link minds with a fellow telepath. |
PsyCombat | Adept | 50% | Battling another telepath with the psychic arts. |
Probe | Skilled | 0% | Reach out and probe another mind. |
Transfer | Skilled | 25% | Transfer a telepathic lock to a fellow telepath. |
Insight | Skilled | 50% | View the surface thoughts of another. |
Empathy | Gifted | 0% | Establishing a physical link through your telepathy. |
Clarity | Gifted | 20% | Focus on clarity of mind. |
Command | Gifted | 50% | Force a subject to do your bidding. |
Cloak | Gifted | 60% | Stealth telepathy. |
Hypersense | Expert | 0% | Hypersensitivity to telepathic activity. |
Clairvoyance | Expert | 40% | Coordinate your mind and body. |
Barrier | Expert | 60% | Throw up a telepathic barrier around your subject. |
Scan | Expert | 80% | Scan the mind of your subject. |
Travel | Virtuoso | 20% | Cross great distances to your subject in a single step. |
Reconstitute | Virtuoso | 50% | Replenish your mana and willpower. |
Wrench | Virtuoso | 60% | Forcibly deliver your target to a location of your choice. |
Net | Virtuoso | 80% | Cast a mental net about your surroundings. |
Sapience | Fabled | 50% | Instantly know your subject's thoughts and actions. |
Clamp | Mythical | 0% | Set a telepathic mind clamp about your subject. |
Blackout | Mythical | 17% | Cause a short-lived, total blackout to your subject. |
Odyssey | Mythical | 50% | Cross the void between you and another telepath. |
Radiance | Mythical | 83% | Destroy your subject with a single blast of mental energy. |
Mindprints | Transcendent | 0% | Take a mindprint of your subject. |
Non-Mindlock Abilities
Skill | Rank | Percent | Description |
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Fear | Novice | 25% | Fill your target's mind with an irrational fear. |
Hallucinate | Novice | 75% | Project an illusion into the mind of your subject. |
Paralyse | Apprentice | 0% | Exert mental power to paralyse your subject. |
Confuse | Apprentice | 50% | Cause confusion to your subject. |
Suffuse | Apprentice | 75% | Suffuse the mind of your subject with mental energy. |
Drain | Capable | 0% | Draw mana from your subject's mind into your own. |
Divine | Capable | 50% | Determine the health and mana levels of your subject. |
Recklessness | Adept | 50% | Disregard for his own welfare. |
Disrupt | Adept | 75% | Destroy your opponent's mental equilibrium. |
Epilepsy | Skilled | 50% | Throw your victim's nervous system into disarray. |
Pacify | Skilled | 75% | Soothe all violent thoughts from your subject's mind. |
Stupidity | Gifted | 25% | Induce idiocy in the mind of your opponent. |
Anorexia | Gifted | 80% | A lack of desire for food or drink. |
Amnesia | Expert | 20% | Induce temporary forgetfulness into your subject. |
Deadening | Virtuoso | 0% | Dull your opponent's mind. |
Cleanse | Virtuoso | 50% | Command the mind to cleanse itself of impurities. |
Crush | Fabled | 0% | Attack your subject with a crushing psychic attack. |
Strip | Fabled | 33% | Strip the defences from your opponent. |
Push | Fabled | 83% | Push an affliction from your mind to your opponents. |
Batter | Mythical | 66% | Devastate your opponent's mind with an overwhelming attack. |
Sense | |
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Syntax: | MIND SENSE <target> |
Description: | With this ability, you are able to seek out the mind of another player, gaining knowledge of his
physical location. There is no equilibrium or balance cost to perform this. |
Locking | |
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Syntax: | MIND LOCK <target> |
Description: | MIND CEASE
Telepathy is a powerful ability, but it all begins by forming a mental lock with your subject first. Mind locks take time to form as you break down the mental barriers of their subconscious, however the more adept you are at telepathy, the faster you will be able to penetrate their mind. Once you have locked minds, a mental battle will begin as you attempt to hold control of your subject. The less willpower you have compared to your subject, the more likely you will be detected and ejected from his mind. The willpower cost of maintaining a mind lock is reduced when in the same location and elevation as your target. Using this ability on an ally will allow you to lock their mind near instantly, and the willpower drain of holding it will be halved. |
Dissolve | |
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Syntax: | MIND DISSOLVE |
Description: | Should you have a mind lock already, this skill will allow you to dissolve it. |
Glance | |
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Syntax: | MIND GLANCE |
Description: | Glance through the eyes of your target that you have locked minds with, allowing you to see their
location as though you were there yourself. |
Telesense | |
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Syntax: | TELESENSE <ON/OFF> |
Description: | Due to your heightened telepathic awareness, you are able to, at the
cost of a small mana drain, detect telepathic energy in the area. |
Throw | |
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Syntax: | MIND THROW <direction> |
Description: | By coaxing the motor cortex, you can have the target of your mind lock walk unsteadily in a
direction of your choice. |
Fullsense | |
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Syntax: | FULLSENSE |
Description: | By sending out an invisible telepathic web, you can quicky detect and find all minds within your
local area. |
Listen | |
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Syntax: | MIND LISTEN and MIND UNLISTEN |
Description: | You are now able to direct audio sensory input of your target over the telepathic link and to your
own mind. This will allow you to overhear conversations either within the location or through direct tells. Due to the ongoing effort required to maintain this ability, there is a constant loss of mental strength. |
Isolate | |
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Syntax: | MIND ISOLATE and MIND DEISOLATE |
Description: | This ability will isolate a mind locked player from all mental communication they may attempt to
send or receive. Normal communication such as speaking or shouting will still be heard. |
Link | |
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Syntax: | MIND LINK <telepath> |
Description: | MIND UNLINK
By opening up a one way channel to another telepath, you are able to lend them some of your mental strength. This allows for telepathic feats that would otherwise be impossible. |
PsyCombat | |
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Syntax: | PSYCHALLENGE <player> |
Description: | Psychic combat is a telepathic battle between two players where the goal is to crumple your
opponents mind. There is no penalty for losing, however those with deathsight will feel the moment a game is decided. There are only seven commands associated with psychic combat that may be used, and when you accept you will be transported to a special location out of harms way. Most other commands will not work until the game is complete. You can do the following in psychic combat: PSY BLAST: Blast your opponents mind and attack his mental fortitude. PSY BARRIER: Erect a barrier that protects your mind from psychic blasts. PSY WHIP: Tear away your opponents mental barrier if they have one. PSY SURGE: If your opponent has less then half of their mental energy, you can end the match in a surge of psychic power. This is costly to perform and could result in your own loss if misjudged. PSY PROBE: Use your mind to determine your opponents mental energy. PSY MEDITATE: Meditate your mind in order to recover your mental energy. This is a slow process. PSY ESCAPE: This takes time and during which you may not do anything else. Once the ability is successful, an exit will open up allowing you to escape. |
Probe | |
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Syntax: | MIND PROBE <ME/target> |
Description: | By probing your subjects mind, you can gather a small amount of information on their mental
activity without needing to form a mindlock. Your probe can reach as far as the local area. |
Transfer | |
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Syntax: | MIND TRANSFER <telepath> |
Description: | Using this ability will allow you to transfer a mind lock to another telepath. The target telepath
must be in the same area as you, for this is a delicate operation. |
Insight | |
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Syntax: | MIND INSIGHT <ON/OFF> |
Description: | Your ability to project psychic force allows you to view the surface thoughts of others in your
location, or if you have locked minds with another. In order to see what another is thinking, they must make use of the THINK command. |
Empathy | |
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Syntax: | MIND EMPATHY and MIND UNEMPATHY |
Description: | This ability will allow you to form an empathatic link between you and your locked target, allowing
you to heal the other periodically at the cost of your own body. This ability comes with a mental drain in order to upkeep your empathatic link. |
Clarity | |
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Syntax: | CLARITY |
Description: | Clarity of mind is a defence against a weakened psyche, protecting you one time against the effects
of dementia and hallucinations. Your training has also allowed you to better control your own mental processes and you gain a greater level of willpower regeneration simply by having this skill. This is a passive ability and does not require the clarity defence. |
Command | |
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Syntax: | MIND COMMAND <command> |
Description: | You have gained sufficient knowledge of the workings of the mind that you can now command your mind
locked target into performing a single action of your choice. There is a short cooldown after using this ability. |
Cloak | |
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Syntax: | MIND CLOAK <ON/OFF> |
Description: | Cloak your telepathy from the senses of others. This will hide you most notibly from TELESENSE and
make it more difficult to be detected when you are locked with another mind. |
Hypersense | |
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Syntax: | This ability is passive. |
Description: | Your sensitivity to telepathic power has been heightened to the extreme, allowing you to make
better use of Telesense. You can now see who is attempting to lock minds with another person, or yourself. Additionally they will be unable to hide themselves through cloaking their telepathy. You must be maintaining your Telesense in order to receive these benefits. |
Clairvoyance | |
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Syntax: | This ability is passive. |
Description: | Your skill at telepathy has increased that you can now use minor telepathy attacks while off
balance. Doing so however, will incur an extra equilibrium cost as compared to normal. Skills that benefit from this: Fear, Paralyse, Stupidity, Confuse, Recklessness, Epilepsy, Pacify, Anorexia, Deadening, Amnesia, and Command. |
Barrier | |
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Syntax: | MIND BARRIER and MIND UNBARRIER |
Description: | You are now able to protect a locked player against other telepathic attempts to control him by
wrapping your mind around his. |
Scan | |
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Syntax: | MIND SCAN |
Description: | This powerful ability will allow you scan through the mind of your locked target and gain a large
amount of information about them and their inventory. |
Travel | |
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Syntax: | MIND TRAVEL |
Description: | Requires the linked mind of a friendly telepath.
An extremely complicated ability, this will allow you to create a pathway between your location and your locked target, transporting you instantly there. There is no equilibrium cost to use this maneuver. |
Reconstitute | |
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Syntax: | MIND RECONSTITUTE |
Description: | Replenish your mana and willpower over time, at a cost in the form of a health and endurance drain.
Using the ability again will turn it off. |
Wrench | |
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Syntax: | MIND WRENCH <to target> |
Description: | This powerful telepathic ability allows you to throw whoever you have locked to a specified target.
Note that this ability is powerful and will break your mind lock in the process. |
Net | |
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Syntax: | MIND NET <ON/OFF> |
Description: | At a constant mana drain, this ability throws up a telepathic net over the local area, informing
you whenever anyone moves into or out of range of the net. |
Sapience | |
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Syntax: | MIND SAPIENCE and UNWATCH |
Description: | By tapping into a locked player's cortex, you are able to see anything the player does. This is a
difficult ability to control, and only a mutual ally will allow you to make full use of it. |
Clamp | |
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Syntax: | MIND CLAMP |
Description: | This allows you to reach out with your mind and clamp down on your mind locked target, reducing
their maximum health and mana levels. |
Blackout | |
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Syntax: | MIND BLACKOUT |
Description: | By sending out a blast of rawest telepathic power, you are able to, for a short period of time,
knock out all senses of your locked target. There is a short cooldown after using this ability before you may use it again. |
Odyssey | |
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Syntax: | MIND ODYSSEY |
Description: | Requires the linked mind of a friendly telepath.
This ability will allow you to drift through space and appear at the location of the telepath you have linked minds with. |
Radiance | |
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Syntax: | MIND RADIANCE |
Description: | The most powerful attack a telepath has, this allows you to build up an awesome amount of
telepathic power, then release it to your hapless victim, killing him instantly. Keep in mind that this requires a large amount of equilibrium in order to perform, and if the victim steps into the same location as you or breaks the mind lock, then your attempt will fail. It is not possible to save yourself from death if you die in this manner. |
Mindprints | |
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Syntax: | MIND PRINT |
Description: | FORGET <player>
MINDPRINTS Once you have locked minds with a player, you are able to gain intimate knowledge of his mind, making it easier to gain a mind lock in the future. However, due to the incredible complexity of the mind, you may only hold five mindprints at once. There is a separate set of mind prints taken if you do so within the arena. |
Fear | |
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Syntax: | MIND FEAR [target] |
Description: | With this ability, you are able to throw the mind of another into a state of irrational fear. |
Hallucinate | |
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Syntax: | MIND HALLUCINATE [target] <illusion> |
Description: | You are able to convince a target that he has seen whatever hallucination you deem fit.
Note: You can add a new line into your hallucination by using the tag $nl within the text, however you may only do this twice. |
Paralyse | |
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Syntax: | MIND PARALYSE [target] |
Description: | This ability temporarily rewires the mind of another player, preventing them from properly moving.
This will inflict them with paresis. |
Confuse | |
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Syntax: | MIND CONFUSE [target] |
Description: | By directing a powerful pulse of telepathic energy into the mind of another player, you are able to
short-circuit his mental processes, causing him to become confused. |
Suffuse | |
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Syntax: | MIND SUFFUSE [target] |
Description: | Suffuse another with mental strength by sacrificing your own. |
Drain | |
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Syntax: | MIND DRAIN [target] |
Description: | Almost the reverse of suffuse, this drains mental strength from your target and bestows it upon you. |
Divine | |
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Syntax: | MIND DIVINE [target] |
Description: | By divining the mind, you can assert the exact knowledge of the physical and mental state of your
target. |
Recklessness | |
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Syntax: | MIND RECKLESSNESS [target] |
Description: | Alter the mind of your target and make him unconcerned with his own well-being. This will afflict
your target with recklessness. |
Disrupt | |
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Syntax: | MIND DISRUPT [target] |
Description: | With this ability, you may destroy the equilibrium of your target providing they have at least two
mental afflictions or are suffering from blackout. They will not recover from it until they CONCENTRATE. Look at HELP TYPES for more information on what is regarded as a mental affliction. |
Epilepsy | |
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Syntax: | MIND EPILEPSY [target] |
Description: | By short-circuiting some of the nervous system of another player, you are able to cause periodic
spasms in them. This will afflict them with epilepsy. |
Pacify | |
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Syntax: | MIND PACIFY [target] |
Description: | By drawing a soft cloak of telepathic power over the mind of a another player, you are able to make
offensive actions abhorrent to him. This will afflict them with pacifism. |
Stupidity | |
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Syntax: | MIND STUPIDITY [target] |
Description: | By casting a net of psychic energy over your opponent's mind, you will cause his mind to
occasionally misfire. This will afflict him with stupidity. |
Anorexia | |
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Syntax: | MIND ANOREXIA [target] |
Description: | By lowering their internal desires, you can make your opponent anorexic, giving them little desire
to eat or drink. This will afflict him with anorexia. |
Amnesia | |
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Syntax: | MIND AMNESIA [target] |
Description: | A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia
in your locked player. He will simply fail to execute the next action he attempts, as he will forget what he is doing before he manages to do it. |
Deadening | |
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Syntax: | MIND DEADENING [target] |
Description: | This ability will cause your opponents mind to be dull, afflicting them with deadening. |
Cleanse | |
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Syntax: | MIND CLEANSE <target> |
Description: | This ability can be used through a mind lock or on another in the same location. You will aid the
mind in throwing off its own mental illnesses, thereby curing the target of one mental affliction. Look at HELP TYPES for more information on what is regarded as a mental affliction. |
Crush | |
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Syntax: | MIND CRUSH [target] |
Description: | This ability sends a crushing wave of mental energy at your subject, doing both physical and mental
damage. If you have locked minds with your target, the power is increased slightly. Additionally your psychic attack will deal more damage the less willpower and endurance your target has. |
Strip | |
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Syntax: | MIND STRIP [target] |
Description: | Your mental prowess is such that you may coax your opponent into relaxing his defences. |
Push | |
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Syntax: | MIND PUSH [target] |
Description: | By sheer force of will, you may push a random affliction from yourself to your target. There is a
short period of immunity gained by the target after using this ability, where you may not use this ability on them again. |
Batter | |
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Syntax: | MIND BATTER <target> [up to three afflictions] |
Description: | This powerful telepathic attack will stun your target and allow you to inflict them with up to three
afflictions. You may choose from the following: Hallucinations, paresis, confusion, recklessness, epilepsy, stupidity, anorexia, dizziness. |