Telepaths can read thoughts, empaths can read emotions. The only
exceptions are when reading the minds of
species with four lobed brains, most notably, the
Ferengi. Your character's power should be noted in his or her profile;
using the table below. When noting the number, place
an E before the number if your character is an empath. Place a T if your
character is a telepath.
| -1 |
Non-readable
entity; most likely four-lobed brain |
| 0 |
Extra Sensory
Perception |
| 1 |
Same species,
touch only |
| 2 |
Same species, no
contact required |
| 3 |
Species with two
lobed brain, touch only |
| 4 |
Species with two
lobed brain, no contact required |
| 5 |
Any species, touch
only |
| 6 |
Any species, no
contact required |
Each captain in UFOP has a
different feeling about Telepathy. To be certain
ESP of various types play an important role in the Star Trek universe.
Numerous episodes across all series have used telepathy. Yet,
in a role playing game, there is always the concern that telepathy
will be over used. It could become a golden bullet solving almost
any problem. This is a trap to be aware of, and avoided.
The use of Telepathy must be
situational. Recently the Kodiak completed a
mission in which the ship made first contact with a telepathic
species. In this mission the vessel's numerous telepaths whose
powers are normally downplayed suddenly moved to the forefront. It
fit the mission. On subsequent mission, telepathy hardly played any
role.
Principals of Telepathy
- Keep it in the background mostly. Mention it in
sim the way you would mention any other
sense. For instance, if your character is in
a rose garden you might mention the scent of flowers in your sim. Essentially Telepathy is just another sense.
- No silver lining is without a disadvantage.
Keep in mind the down side of being a
telepath serving among those who have little control
over their minds and emotions. What is it like to be on SB 118
with 350,000 minds all crying out? Or if you look into the
mind of a killer, perhaps you cannot sleep for the next week, and end up in sickbay. Nothing is free.
- Assume your character and culture has a taboo
about freely entering the minds of others.
This will give you a reason for not uncovering
everybody's secrets.
- Remember alien minds are just that. Perhaps
there is difficulty interpreting what a
lizard people's thoughts really mean. This
gives you a chance to do highly symbolic simming.
- When doing any king of simming ask yourself how
it enhances the sim for the other players.
Does your sim open up avenues for them to
explore, or does it close them? The more you think about helping others to sim and providing them opportunities,
the better your siming will be.
- Don't be afraid to talk to your Captain about
ideas you have. This is true of every
aspect of simming.
- For the moment, keep your telepathy to those in
visual range. This provides a natural
check, while you are learning the customs of UFOP.