Focus
Advanced Abilities

Clairvoyance
Prerequisites: Mind Reading, Focus 5
Power Points: Psychic 5
System: By concentrating on the memory of someone met or a read memory of someone, you can see the person in your mind as well as their surroundings. The duration of rounds of the vision is equal to successes. This is the same resisted roll as Mind Reading. A failure will cause a slight headache in those not familiar with Telepathy while those familiar with it will sense it as such. The difficulty is upped by one for each failed attempt on the same person. There is no range limit but beyond the planet would take longer and cost more energy (you also can't cross dimensions with this power).
    This power may also be used on specific locations, which do not get to resist the roll.
Cost: 1 Chi, 1 Will
Speed: Whole Round
Damage: None
Move: None

Grand Puppet Master
Prerequisites: Puppet Master, Focus 6
Power Points: Psychic 5
You can easily control several people at once.
System: Same as Puppetmaster except for the following:
The Puppetmaster power has a duration of the psychic's Focus for 2 Chi (rather than spending 1 Chi per round).
You can command those under your control to use nearly their full abilities (except for Combos and for spending Willpower for successes or for Soak).
Cost: 2 Chi on first turn
Speed: +0
Damage: None
Move: -3

Mind Hide
Prerequisites: Telepathy, Iron Will
Power Points: Psychic 3
Psychic powers cannot locate you. You are invisible to telepathy, clairvoyance, and other psychic powers.
System: This acts similar to Iron Will. Your Focus is added to the difficulty of all psychic rolls that attempt to interface with your mind and Focus is added to your Int for Soak in the case of psychic attacks. You can maintain this power indefinitely, although all rolls made are at +1 Difficulty and you must maintain at least 1 Chi. It takes one round to activate this power although you may turn it off at will.
    You can protect a group with this power. Simply activate Telepathy and link in several others. You can then drop the telepathy immediately after you establish the initial link. The Mind Hide link will last until you sever it, you drop the Mind Hide on yourself, or the other(s) move outside the combat range for Telepathy. All rolls you make while protecting a group are at +2.
Cost: None

Master Telekinesis
Prerequisites: Telekinesis, Focus 6
Power Points: Psychic 4
System: Similar to Telekinesis, but the difficulty is not as great for peforming feats and can be done with less concentration. You don't use a Willpower roll. Control roll now based on Int+Focus whereas normal Telekinesis is limited by what you think you can do, Master Telekinesis is only limited by what you actually can do. The damage if used as a Sustained Hold is Int+Focus+5 (though you can shoot for a higher difficulty, the difficulty determines Damage Modifier, except when split among multiple targets). The normal calculated throwing distance of Telekinesis is doubled. Control range is line of sight (binoculars count, seeing something on TV doesn't).
Difficulty 4: Smaller than you
Difficulty 5: Same size as you
Difficulty 6: Larger than you (up to semi truck size)
Difficulty 7: Larger than you (up to large house size)
Difficulty 8: Mammoth (up to ocean liner size)
Difficulty 9: Bigger than ocean liner size or similar size and attached (like a building)
Difficulty 10: Unknown (mountains?)
Cost: 1 Chi on 1st turn (while on same object)
Speed: +0
Damage: See Description
Move: None

Master Telepathy
Prerequisites: Focus 6
Power Points: Psychic 3
System: As per Telepathy but range does not apply, as long as the target(s) is in the planet's gravitational field. You must have previously touched the target mind(s) or located them with Clairvoyance.
Cost: 1 Chi
Speed: -2
Damage: None
Move: None

Telewarp
Prerequisites: Focus 6, Teleport
Power Points: AC, Kabaddi 5
System: You can attempt to teleport anywhere you have been or seen in another's memory. Roll Int+Focus. This is the maximum distance that can be traveled. If it can't be reached, you at least see a glimpse where you'll be going a brief moment before you go (not that you can stop), allowing you to react - or telewarp again if you appear in freefall, etc. Theoretically, one could just zap themselves as far in one direction as they can go, but some who have done so have never been heard of again (perhaps a fluke made their journey not curve to the contour of Earth and they went into outer space).
Distance:
1 Success: 1 Mile
2 Successes: 5 Miles
3 Successes: 25 Miles
4 Successes: 125 Miles
5 Successes: 625 Miles
Multiply distance by 5 for every success after the fifth.
    You cannot teleport into a solid object with this power (the teleport field will manifest in the nearest available open space). If Clairvoyance is used on the location the round before teleporting, it is a perfect success as long as the roll is not a botch and at least one success is garnered.
Cost: 2 Chi
Speed: +0
Damage: None
Move: Special

Charlemagne loves you and you love him.