Difference between revisions of "Move Mind (Action Powers)"
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If either of you has powers related to physical body parts the two of you do not share (such as wings), those powers will not work while in the other body. | If either of you has powers related to physical body parts the two of you do not share (such as wings), those powers will not work while in the other body. | ||
− | It is possible for either of you to end the power by forcing his way back into the old body as | + | It is possible for either of you to end the power by forcing his way back into the old body as aFinisher. If either body dies while the power is in effect, the power becomes permanent. |
=== Mind Diving === | === Mind Diving === |
Revision as of 16:14, 7 December 2013
Templates for Action |
- Main article: Powers (Action)
Body Theft
Finisher
Your psyche changes body with another creature within 5 points of your own Body and Reflexes.
Once successful, the ritual makes you and the target exchange bodies. This does not change game statistics, but you do exchange equipment, race, sex, age and appearance. Any conditions and effects stay with the body, making this a way to get rid of a curse, disease, or other affliction. You do not have access to each others memories, but appearance, voice, and mannerisms stay with the body, giving you a +5 bonus to Charm checks to impersonate each other. On the flip side, it can be hard for you to convince those who knew you in your old body of your identity.
If either of you has powers related to physical body parts the two of you do not share (such as wings), those powers will not work while in the other body.
It is possible for either of you to end the power by forcing his way back into the old body as aFinisher. If either body dies while the power is in effect, the power becomes permanent.
Mind Diving
Finisher
You enter the mind of the target, who must be delirious, sleeping, or helpless.
Generally, you enter the mind of others in order to get hard-to-find information or to correct psychic problems. It is also possible to manipulate the psyche of others in order to affect their personality and behavior. This can be played out or resolved through social interaction die rolls.
The rough way to use this power is to initiate combat. Such a combat works just as combat in the real world; both characters have access to imaginary versions of any gear normally used. Damage from the physical world does not carry over into this psychic conflict. If you bring companions along, the sleeper may create phantasmal versions of his normal allies to match their number. If you render the mind you are diving into unconscious in such combat, you can do very invasive changes to the target's mind, permanently changing memories and parts of the target's personality. In special cases, you might be forced to enter an even deeper level of the target's mind and subconscious, Mind Diving again and repeating the process; this is especially true if the target has multiple personalities or several layers of psychic problems, or if you otherwise want to make very fundamental mental changes. This is more a storytelling device than a rule; player characters are not assumed to be into this kind of mind rape, so the rules are somewhat sketchy.
While a character is Mind Diving, her body lies comatose. Long trances can be harmful.
Sending
Basic Action
You can send a limited telepathic message; a maximum of one minute of normal speech, to anyone you know of, anywhere. The target can send back a similar reply within the next few minutes. Other than identifying the sender, you do not gain any information about each other or your whereabouts, and Sending does not enable any other powers to function. Certain places or people are warded against telepathic communication; Sending has no power to penetrate such wards.