Last guy, G guy and M guy....
First, the last guy...
Your post assumes that my character will want to warn those in his party. This assumtpion could get get your character killed if the person playing the telepath is a loyal Zelot of Psy Corps and a very high telepath.
I point out to you the episode "The Corps is Mother, The Corps is Father" in which the Psy Cop trainee under the tutilage of a trained respected Psy Cop deliberately murdered a human non telepath by spacing him while he was drugged.
OR how Lyta deliberately turned on Bab 5 command at the end and even threatened to kill Gerabaldi if he misused her funds which he was holding for safe keeping--looked at a light bulb and telepathly broke it from across the room and smiled.
OR how that blond telepath who was a Psy Corps mole was willing to squeel on the Bab 5 crew even if it meant they would be killed.
OR Lytas story while she and the doctor were on Mars and Lyta pointed put that horror dream seed in the mind of the serial killer of telepaths to torture him for the rest of his life.
OR even alien telepaths--when Vir was mentally forcefully probed by a telepath from Centari Prime to pull out secretes he whould not willingly state. See the episode "Rock and a Hard Place"
Telepaths are basicly cold blooded people many of whome will kill human non telepaths because they are simply expendable.
Having stated this as historical background, my character will be a Psy Corps traind high level telepath whose job is to scout for rogue telepaths under the guise of beautyful female liason between Psy Corps and Earth Forces whever she is assigned. Her real job will be quite different in reality. She will have absolutely nothing against any human non telepath if it gets her task acomplished--just as the telepaths on the Bab 5 Television Series.
So I just might NOT want to warn the party members at all. Rather I just might want to eliminate them one by one by simply doing absolutely nothing at all.
Re The G guy and M person....
I will take both of yall together. First off other than the above reference to the historical background of telepathic mentality and philosophy, I would not even remotely permit any GM to roll my saves for me. You see I have and will insist on using my lucky dice. They are definately NOT shaved or altered by myself or anyone else to my knoledge in any way shape or form. They are D20s and others that for some reason the mold and the plastic did not meche into a statisticly fair dice. They are factory flawed dice that for some reason when rolled in my favorite ceranic cerial bowl will roll a 13 or higher 75% of the time guaranteed.
I also have a dozen or so D6 dice also equally lucky that I use to create my characters. Thus far very few characters have had adjustments in the negatives.
This is NOT cheating because the dice have NOT been altered by mankind but are a result of mere manufacturing flaw. A flaw I gladly use in my favor. Hence I always insist on rolling my own rolls in my lucky cerial bowl.
And the rule book does not specificly state that manufacturing flaws are illegal. I know because I looked.
Sometimes its good to be a rules lawyer.
OHHH before I forget I think it was the M guy who sited a case where there was a successful warning check made by a telepath but implied that the GM deliberately did not allow the successful finding of danger of some type. You might point out to them that the rules as specificly stated require some type of danger finding where there is a successful Danger Check.
The thing you have to ask yourelf when a GM does such a thing: they did not deliberately break the rules to harm my character (THIS time). BUT will he do it next time (to MY character) because I do not suite his story line. I would begin to worry about the character of the GM and their intentions when rules are deliberately broken for the mere purpose of meeting a story line or schedule (as in wrastling). There is always that famous saying at the end of every game:To Be Continued. A good GM knows how to work "Around" the decisions of the players and still eventually reach a desired goal (eventually). Players need the freedom to act as they wish to act (within bounds per the rules) yet still (eventually) end up where they are destined to go.
Being a good GM is difficult because players (like myself

) are sometimes problematic. It is the Good GMs who take whatever the players do or say and act out and manipulate it to lead them to a desired place and circumstance (eventually).
Play with the good GMs and avoid the bad GMs
Dont forget your lucky dice and killer cerial bowl either.
