MIND WALKERS
 

Wizards who channel magical energy in order to invade the minds of other beings are commonly (and with great distaste) known as "Mind Walkers". Mind Walkers are loathed for the powers they use on others. They have the ability to enter minds, discover hidden secrets, manipulate dreams, and exchange bodies.

Mind Walkers have long had a negative reputation. Knowledge of this magic was once rare, and so these Wizards often did as they pleased. However, governments tried to employ them in the role of spy, or diplomat. Many tried to become King Makers or Kings; and too often they succeeded. When several of these Wizards were discovered abusing their powers, the situation ended by mass uprising and slaughter. Mind Walkers now wisely pursue their Art secretly, in order to avoid attention. Wise rulers avoid employing them. Commoners are superstitious and often hostile towards them.

In their exile from common acceptance, Mind Walkers tend to bond together in small but loyal groups. Mind Walkers enjoy one another's company due to the satisfaction of wordless communication. Therefore, like many Wizards, Mind Walkers train in the Master / Apprentice model. While they can take a studied approach to their powers, many Mind Walkers view their powers as a "Gift." This occurs because Mind Walkers almost always come from that small group of Wizards who were born with their Aspect already set at birth.


CHARACTER CREATION:

Required Advantages
Magical Awareness (5 Points) AND
      Telepathy 1 (10 Points) OR
      Telepathy 2 (20 Points) OR
      Telepathy 3 (30 Points)

Social Effects
-4 Reaction from Common Folk
-2 from other Wizards
+4 from other Mind Walkers

Common Advantages
Literacy (variable)
Will (Attribute) (5/Point)
divider
Common Disadvantages
Callous (-6 Points)
OPH: Manipulative (-10 Points)
Curious (-5 Points)
Addiction (Telepathic) (variable)

Common Skills
Detect Lies (Variable)
Diplomacy (Variable)
Meditation (Variable)