ESP is defined as "the ability to acquire information by means other than the five main senses of taste, sight, touch, smell, and hearing. The term implies sources of information unknown to science. Extra-sensory perception is also sometimes referred to as a sixth sense (as in coming after the first five listed, which are considered the five "classical" senses). The active agent through which the mind is able to receive ESP impressions has been named psi (Ψ, ψ)."1
For the purposes of this Game, these abilities have been adapted. There are five Major branches, ranging from extremely powerful, to particularly weak. Over time these abilities grow in strength, so to say a 15 year old will not be as powerful as a 500 year old Psychic.
Psychic abilities are considered the strongest of all, because of the nature of the gift. However, it is extremely rare to find a true Psychic. Many have found themselves trapped and used by other's for personal means, or killed for simply being what they are. Still, they can be found from time to time. It is more common to find a "partial psychic" who receives only partial glimpse and has no control, or understanding of the gift.
Telekinesis is considered the most difficult to master, while Empathy and Telepathy are both common among the supernatural races.
The disciplines are as follows (including a basic outline of some advantages and disadvantages, players are not limited to what is listed):
Advantages -Can Influence another (less-abled) being's emotions. -Can feel the emotions of another. -Can mask personal feelings, and "shield" them from others.
Disadvantages -Cannot simply "Not feel" the emotions of others. - Subject to insanity at early ages. - Empaths often suffer from depression, boarding on suicidal.
Advantages -Can read the thoughts of others. -Can influence the thoughts of others. -May 'speak' with another 'within their mind'.
Disadvantages -Often forget proper social behaviors, such as waiting to be introduced. -Are considered aloof, arrogant, and smug by others, and hard to get along with. -Tend to 'live within' their minds.
Advantages: -Clairvoyance: the ability to perceive types of energy not normally perceptible to humans, such as discarnate spirits and auras. -Retrocognition: the ability to know something about a situation after its occurrence. -Premonition: the ability to know a situation when future events are foreknown or forecast
Disadvantages: -There is no warning before an "episode" occurs. -"Episodes" cause the individual to appear as if they are experiencing a seizure of one type or another, other's unable to 'wake them up'. -"Visions" not always clear, and usually short clips of a scene. The older, and strong a person becomes, the longer and clearer the visions will be.
Advantages: -The Ability to move objects with the mind. -The Ability to land a "physical" strike without actually touching someone. -The Ability to change the physical form of a non-living object that is within sight.
Disadvantages: -It takes more effort to hone these skills than anything else, as such most powerful Telekinetics are over 400 years old. - Extremely difficult to control, becoming more so with the size and complexity of the task. - Changing the physical form of an object is usually irreversible, and considered unwise as the results can never be predicted.
Advantages: -Quick travel: moving from one location to another through the ether. -Summon Object: Pulling an object to you through the ether. -Phasing: passing through solid-objects.
Disadvantages: -While on the ether, any wounds taken are reflected in your physical form. -The ether is shaped by the mind, and thus the careless can get lost. -Can be disorientating.
((If you have a suggestion to add to these, feel free to email the Mods with a write up at nothonestmods (@) Gmail (dot) com))