Not every fight needs fists.
Some battles happen in silence. No bullets. No batarangs. Just thoughts colliding in the dark.
That’s Telepathy, found on page 64 of the DC Heroes core book.
At first glance it looks simple. The power lets you link to another mind. A private channel. You can talk without speaking, share plans without radios, and run missions without a sound.
That’s strong already. But it doesn’t stop there.
Once you’re linked, the channel can turn hostile. Telepaths can engage in mind-to-mind combat. They attack with their Mental stats or powers, the target resists with theirs. Damage goes straight to the Mind Condition.
Most characters aren’t ready for that. They stack defenses against physical blows, not mental strikes. A telepath can drop a powerhouse if they catch them unprepared.
But here’s the risk. Anyone in the link can fight back. If they succeed, they can cut the telepath off and even damage the Telepathy power itself. Burned APs have to be recovered.
So it isn’t a free ride. It’s a gamble.
I’ve seen tables transformed by this power. Entire groups coordinating silently. Villains feeding false orders through the link. Players second-guessing every thought they hear.
Telepathy changes tone. It makes a game feel tense. Paranoid. Electric.
It’s quiet. But it hits harder than most people expect.
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