Telepathy:
Trivial Uses: If the telepathy talent is 2+, and the use is trivial, then the power uses no PSI. This is mainly to allow characters to communicate before the adventure starts. It does no apply to any other talent.

Extra Effort: In order to break through a psionic shield, a telepath may use X psi points to break through a shield (psionic or artificial) through brute force. It becomes an opposed roll, with the defender having a -X DM. X must be equal to or smaller than the telepathy talent.

Finesse: It is possible to break through a Mind Shield by using finesse. For each level of difficulty you increase the telepathy roll, the defender must make the same roll in defense (opposed roll). If the defender loses, he doesn't know his shield has been breached unless he is assaulted or a major use of telepathy is used against him (probe, etc). This is still a work in progress.

Detecting Telepathy: To detect somebody (the defender) using a telepathy skill, the telepath must make a PSI roll. If the defender is using finesse, then he must make a roll of difficulty equal to the defender's difficulty. If the defender is using extra effort of +X, then the telepath gets a DM of X (yes, it's easier to detect telepathy if they are using brute force. If the defender is using easy psionics, then it only takes a 6+ to succeed.



The following is a summary of attempts to tell is a telepath has a psionic mind shield up.

Depends on their skill level. If the defending telepath "turtles up" it's difficult to tell, requiring an opposed roll at -4 to tell if the target has a telepathic mind shield. An artificial shield is easier to tell by the hum.

The telepath can use finesse or extra effort to "break through" a suspected mind shield.

If the mind shield is just at "normal" then it requires a normal opposed roll.

In either case, if the target is telepathic, it is considered an attack to do this. At least one of you will have a splitting headache when it's done.

Teleportation:
When you teleport, armor does not count as clothing. You are allowed to wear it, but you must pay the surcharge to carry additional mass, and the worn armor counts as part of that additional mass.

General:
Gestault use allows multiple pains to create a group that is stronger than the individual members. All the participants must share the talent that they wish to be enhanced. It takes one minute to join. The joining may be in person, or via telepathy.

Each person above the first adds his PSI modifier to the leader's PSI for the purpose of this gestault. In addition, 1 PSI POINT is temporarily added to the leader's total. For each person after the fourth, give a -1 dm to the psionics roll.

In a gestault, psions are stronger, but more vulnerable. If there is a psionic attack, it can go against the entire gestault or one specific person.