From the beginning of time, the Psi-Sensitive character was used as a resource for gaining knowledge and insight. Their abilities to see into the future and read the emotions of other people became a powerful basis for determining what path to take in life. The glory they had in the past landed them in key positions within the government, legal system, and the military - that is until the Rage of Spirits.
Many of the Dark Ones and the Accusers minions used the unique talents of the psi-sensitive to assist them in battle. The tides turned horribly in their favor when Killian Bontrina turned to the Accuser. Every move Aer made was predicted and met with a counter strike by the Dark Ones. Eventually, although no one is quite sure why, Killian fell insane mumbling on about a "War of Vengeance" until he threw himself on the lance of a dragon rider.
Like the Palladium version, this character has the ability to sense the supernatural, manipulate the natural order, heal wounds and disease, see into the future, and read thoughts and emotions. The psychic sensitive was born with the abilities and cannot learn anything from anyone about how to gain new powers. Although a character can be taught how to use the powers they have more effectively. Most of these characters can easily disguise themselves as Magic Sensitive characters, which is often bought hook-line-sinker by the general population since they do possess the ability to sense magic also. Many were are actually secretly hired by city and royal guard or Psilence groups to find other psychic characters or assist them in destroying evil. No Psychic character openly proclaims to be psionic in certain groups.
Many of the Kingdoms in Taranth emply Tellers in the royal court or use them in the legal system. Normally they have to undergo a very thourough examination to determine the nature of their character before being employed. In this way, people can feel secure that they will not be lied to.
Powers of the Psychic Sensitive (Tellers)
1. Sense Psychic and Magic Energy 40% +5% (pg. 156-157)
2. Sense Supernatural Being 30% +5% per level (pg. 157)
3. Psionic Powers determine as usual (pg. 157)
4. I.S.P. determine as usual (pg. 157)
5. C.L. is not as strong in this individual as in others. Permanent C.L. Base:
2D6.
6. Bonuses: Tellers save at a 10+ against Psionics in addition to any bonuses
from a high M.E. score. In addition to this, they also have +3 to save verses mind
controlling drugs, potions, and magic, +5% to save verses possession, and +2 to save
verses H.F.
Creating a Psychic Sensitive character to play in Kingdoms End is the same as in the Palladium setting with the following modifications (see page 156-157 PFRPG):
Armor
There is a 55% chance that the Teller will have 1 suit of Hard Leather armor. Others will
have to try and acquire armor somewhere else, either buy from someone who is ignorant to
the fact that they are Psychic, or steal from others.
Weapons
Tellers start with two daggers and have a 60% chance of having one other weapon of choice.
Any others must be acquired during the course of the adventure.
Money
The character will start with only 100 gold which can be use immediately to purchase other
equipment or saved. Other gold and precious gems will have to be gained by payment or
booty.