The Betazed people are naturally Telepathic--they are able
to sense the thoughts of others instinctivly. While this
provides them a great advantage in negotiations and
diplomatic situations, they also suffer from the ablity.
Because the ability is so pronounced, and the Betazoids have
trouble shutting out the pain of others, and they tend to get
wrapped up in others emotions.
Their ability is a similar to a comination of Aura
Perception and the intermediate Auspex Discipline Telepathy.
While this trait is active the betazoid may read the mind of
someone, willing or not by defeating their subject in a
mental challenge. If they do, they can ask one question of
the subject--who must answer truthfully.
The Betazoid can also sense the emotional state of the
people around them (Treat similar to the Vampiric ability
Aura Perception)--In this, they need not risk a trait to use
the ability. This ability can also be used as a danger sense,
but only when someone is planning to ambush you. For someone
to suprise the Telepath, they must defeat the Betazoid in a
mental challenge. Failure means the Betazoid may preform a
single action before the attacker.
The downside to their telepathic abilites is that the
Betazoids often get wrapped up in the minds and feelings of
others. As long as the power is 'on' the Telepath must take
The highest negative modifier to their abilities (Short of
incapacitation)from all players present. This means that if
one Human was bruised (Must risk an additional trait in
challenges) and a Second was Wounded (Must risk an additional
trait and always looses ties.) then the Betazoid must accept the penalties for Wounded status.
Betazoids also cannot turn off their telepathic abilities,
except with the expenditure of a willpower trait. The power
then is deactivated until they choose to reactivate their
ability.. Note that the Betazoid ability does not work on
species such as the Breen and the Ferengi--they neither can
use their powers on or are adversely affected by these
species.