By Robert J. Schwalb
Since there are few, if any, institutions set aside for helping ardents navigate the strange power they inherit, they develop their abilities in a haphazard fashion, finding their way to power through trial and error. For this reason, many ardents develop unusual abilities or allow their talent to evolve in unexpected ways. Ardents see sides of psionic power that well-trained psions miss, and they truly discover the depth of the mental power hidden deep in their psyches.
Who can get the drop on you when you can hear their thoughts? Don’t you see the advantage you can pick up when you know the mood of the troops under your command? You’ll feel their fear long before they break. But you don’t need me to tell you about the advantages, because you can see them. I know you’re trying it right now.
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About the Author
Robert J. Schwalb is an award-winning game designer who has contributed design to or developed nearly two hundred roleplaying game titles for Dungeons & Dragons, Warhammer Fantasy Roleplay, A Song of Ice and Fire RPG, Star Wars RPG, and the d20 system. Some of his more recent work for Wizards of the Coast can be found in D&D Gamma World: Famine in Far-Go, Dark Sun Campaign Setting, and in Monster Manual 3. Also, he’s a regular contributor to both Dragon and Dungeon magazines. For more information about the author, be sure to check out his website at www.robertjschwalb.com.