The funny thing about "empathy" is that (with the exception of me babbling about Will Graham) we are talking about characters that are extremely un-empathic. I guess that's part of the scare: they get all of the benefits with none of the implicit restraints.
Anyway, I agree with Constantine: our role is to be useful, so if a power package is what's most useful (for characters like Tao, for some dragons in conversation and so on), let's get to it.
TELEPATHY 6D6, +1/2 invisible power effects, +1/4 half END cost, -1/4 concentration halves defensive combat value, -11/4 extra time takes a turn, -1/2 requires a skill roll: conversation, 2 END, Cost 17 Points
I don't think it's worth bothering with an extra limitation: only to work on weaknesses. If the character is cruel and only wants to do that, that's all they'll do of course, but if a good character had a similar power they could use it for therapy. But you may want to add the limitation anyway, just to reflect how mean these characters are.
This writeup assumes you can "normally" mess people up that badly with just a moderate amount of telepathy. (Provided the target has no defenses and juicy psychological limitations - and how many player characters lack them?) I do assume that, so this writeup would work for me. If you think telepathy can't normally do that, fair enough, do this:
TELEPATHY 6D6, +1/2 invisible power effects, +1/4 half END cost, -1/4 concentration halves defensive combat value, -11/4 extra time takes a turn, -1/2 requires a skill roll: conversation, 2 END, Cost 17 Points
MIND CONTROL 6D6, +1/2 invisible power effects, +1/4 half END cost, -1/4 concentration halves defensive combat value, -11/4 extra time takes a turn, 1/2 requires a skill roll: persuasion,-1/2 linked to telepathy, 2 END, Cost 15 Points


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