Transmute Mind (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
All of the target’s facial features, vocal cues, and identifying physical traits change, transforming the target into an unremarkable and anonymous member of its race and a gender. It likewise transforms anything the target wears or carries that could be used as identification and renders all seals, keys, and similar non-functional. It takes a Charm check with a difficulty equal your Create and an outcome equal to your Mind to either see through the change or convince someone of the target's identity. This is a Curse.
Allows you to foster a desired emotion in any thinking being. The love spell is the most famous example of this type. You may also specify the object of the emotion, which need not be another thinking being. For example, you could inspire hatred of a truck or lust to own a jewel. Make an opposed Charm roll. Any interaction using this emotion (including repeated use of this power) Gains an Advantage. If the Outcome exceeds the target's Mind, he cannot control his emotions and immediately acts on them, a kind of Setback.
The advantage of this over a regular stunt is that it allows more precise control.
You create an empathic beacon that is either intensely attractive or intensely repellant to certain creatures. The beacon affects a radius in meters equal to your Create roll when using the power, but needs line of sight to the center point.
When you use this power, select these three things:
- One type of creature that the beacon is attuned to. This can be by race, species, equipment, or gender.
- Whether the beacon is to be exclusive or inclusive; an exclusive beacon affects only the type of creature outlined above, an inclusive beacon includes all creatures but the one specified in §1.
- If the beacon is to attract or repel.
Each time a creature that could be affected by the beacon and inside its area takes a basic action, the beacon tries to control their movment, making a Create roll against the creatures Mind. It is not possible to take a trigger action to resist this urge, but a potential target can use a Basic Action as if it was a Trigger Action if he focuses on resisting the compulsion. If the compulsion succeeds, the creature must use its full Move this action and must end up closer to or further away from the beacon as specified in §3. If the compulsion fails, the creature is hereafter immune to this specific Empathic Beacon.
Two Empathic Beacons cannot overlap; the stronger one prevails.
You can modify a memory in the target. You must know the situation to be modified; if you make a guess as to whether the target was there and are wrong, the power fails. This limits most uses of this power to recent events or events you witness, but with a bit of research you can modify older memories.
Make a Create vs. Dodge roll, an unaware or helpless target uses Reflexes instead. On a success, you modify the memory but some flaws and remnants remain. The target may notice these flaws if cross-examined or thinking a lot about the event, and it can be cured as an ailment. An outcome equal to the target's Mind makes this a Curse and makes the target unable to find fault with the memory; another might do so trough tools like Mind Diving or Psychology.