@ RED_QUEEN: Transmitting.

Step 6: Special Abilities/Considerations

You only have to worry about this step in a couple specific cases, since these are things of note. If your character is a Newtype, you'll need to figure out what their abilities are here, and if your character has some sort of prosthetic body part, read the note below the Newtype chart. Otherwise, just go directly to the bottom of the page and onto step 6!

Newtype Abilities
Each of these abilities has a maximum of 15 points. Total points were assigned to you when you consulted with the GM over making your character a Newtype. Like any other attribute, it is possible to gain points through training, but it is difficult.

Newtype abilities are currently classified as 1-15. Anything above a 10 is considered to be extremely strong and very dangerous. Abilties stronger than T10 are extremely difficult to control. Levels are denoted with a number and letter designation. (Example...if you have a Level 5 Telepath, they are called a T5.)

Strength varies by level. For example, anything T5 or E5 and under is considered to be a "touch" telepath/empath--in other words, they can only pick up/communicate thoughts/emotions when they are in physical contact with another person. Under times of extreme emotional distress, a Newtype may exhibit abilities many times that of their normal strength, but those incidents are considered to be isolated.

Telepathy
The ability to speak mind to mind, or to overhear specific, coherent thoughts. When uncontrolled, Telepaths will leak thoughts to those around them, and also pick up a great deal of mental "noise" from most people. (T1-15)

Empathy
Same concept as telepaths, but with emotions rather than coherent thoughts. For the most part, an empath will only be able to pick up emotions, and at the most images or memories that have strong emotions associated with them. (E1-15)

Clairvoyance
There are actually several types of clairvoyance. Most generally, clairvoyance can either have to do with seeing the future (often in short, incoherent bursts, or as dreams) or with seeing events that are currently happening in other locations. Most clairvoyants need some sort of focus to use their abilities, and there is a great deal of variation as to the scope of what they can see or the type of events they can see the clearest. (C1-15)

Telekinesis
The ability to move matter with the mind. The greatest variation in this has to do with the type of matter, and the scope. Some Telekinetics can move huge masses through great distances. Others can manipulate molecules or pieces of genetic code with their mind. Both types use the same amount of energy because of the control involved. (K1-15)

Pyrokinesis
The ability to create fire with the power of the mind. Pyrokinesis is a very specific type of telekinesis...the ability focuses on moving the molecules of matter in such a way as to cause the matter to spontaneously combust. Some substances are easier to set fire to than others. Pyrokinesis is the most difficult to control out of all of the talents...and is also the rarest of them all. (P1-15)

Electrokinesis
The ability to manipulate electrical (and, in some cases magnetic) fields with the power of the mind. Uncontrolled electrokinetics tend to cause shorts in any electric appliances around them, effecting computers the most adversely. Electrokinetics are nearly as rare as pyrokinetics. (L1-15)

It's important to remember that Newtype abilities are just like any other...they are honed with practice, and, like physical activity, there is a very real energy cost to the wielder of the talent. Newtype abilities are very difficult to control because they are very new...there are currently no set rules or laws in society to govern them, and no teachers to instruct their use. These abilities are considered to be very, very dangerous, and there is a social stigma attached to them.


A word on Prosthetic limbs and their effects on attributes
I have chosen, for now, to not have prosthetics have any sort of effect on attributes, or even an effect point wise, because we will be looking on them in a balanced fashion. So someone with an artificial, robotic arm might have higher strength and dex in his hand, but he's still limited by what his skeleton can handle when it comes to lifting things, and how fast he can move his arm. While an artificial limb can't get, say, a sunburn, it can still get cut or crushed by sufficient force, and will have to be fixed. Mechanical limbs or organs are prone to mechanical problems; no machine is 100% foolproof, and there is always the possibility that something could cause it to break down at any time. (Keep this in mind, and also remember that the GM enjoys messing with people.)

Alright, now that those are taken care of, it's time to delve even deeper into what makes our characters tick!

Onward to Step 7!