Mind (Action Powers Form)
|Heroic Action Role-Play|
This is anthropomorphic man as a civilized being, part of a society, sapient and cultured if not necessarily human. It represents the end product of evolution and, by extension, ultimate intelect. It can exist independently of life, in machines and undead.
- Alternate Names: Enlightenment, Folk.
- Creature : Folk
- Skill : Charm
- Attribute : Mind
- Sense : Telepathy
- Mood : Reasonable, open-minded, vacillating
- Blast: Psychic
You can telepathically transmit a simple image or short sentence and read similar thoughts in others if they concentrate on transmitting them. This will not transcend language barriers, but you can use non-verbalized message for simple communication even without a common language. The range is your Mind in meters.
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Folk.
You create a copy of your own mind in the subconscious of the subject; an alternate ego or conscience that can converse with the target and advice him, representing your ideals and giving advice and suggestions you would have given if you were there. The cricket voice can be very persuasive, using your Charm. It can cause distractions, causing the victim to lose a Fortune point per infraction with an opposed Charm roll. The Cricket Voice is a Curse.
Make an opposed Charm roll to dazzle each enemy in a diameter equal to your Mind. On a success the target is dazzled on his next basic action. On an Outcome matching the target's Mind he is dazzled for the next three actions.
A dazzled target does nothing except gape at you. If you are not in sight, he follows you, using his Move before taking each basic action, spending the movement portion of the basic action to do so. He stops when he comes into line of sight. If his move ends further away from you than your Charm in meters, of if he is attacked or under immediate threat, the effect breaks.
You inspire others to be observant, reasonable, unbiased, open-minded or even vacillating. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Charm skill, and to other skills and rolls as determined my the GM.
You can communicate telepathically with the minds of other creatures within sight. Once this contact is established, you can maintain it at a distance of up to a Mind kilometers. You can maintain this communication with a number of other creatures equal to your Mind and it is possible for you send certain messages only to certain members of the group. This is communicative telepathy only; targets must actively broadcast their thoughts and no mind reading is possible. Mindspeech can relay spoken messages and basic sensory experiences such as vision, scent etc., but complex subjects are just as hard to explain telepathically.
Name the Soul
Socialize with a creature in order to learn his True Name. Soul Name requires an opposed Charm roll to work. On an Outcome equal to the target's Mind, you learn their True Name. On a lesser success, you gain an Advantage.
You can read the surface thoughts of a creature you can see and eavesdrop on telepathic communication. To gain information this way you make an opposed check against the targets' Charm. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.
Allows you to impose your will on a subject. The difficulty is your target's Charm. The subject will obey a single short instruction, following its spirit as well as its letter. Instructions to which the target objects strongly require an Outcome equal to his Mind.
In an intense situation, such as combat, the instruction only affects the opponent's next Basic Action, which must be taken when his next shot comes up. Unless the Outcome matches the target’s Mind, it will only cause the target to lose shots in confusion, not to actually do anything. Out of combat, it lasts for one scene, which can be the current scene or the next scene depending on the situation, but is restricted to a single suggestion.
You can instead implant posthypnotic suggestions that lie dormant and activate at a later time to a specified trigger. The main difference is that the target does not know what the suggestion is until it is triggered. On an Outcome equal to his Mind, the duration can extend even to the next session.
Make an opposed Charm roll against a creature to discover what it's wishes in the the moment are. This tells you what kind of action, gift or stimulus would please the target right now. If you act out this fantasy, you gain a bonus of Charm stunts against the target of +3. This might require you to do things that you find repulsive. If you manage to really create a situation matching the dream and succeed on the Charm check, you score an automatic Setback against the target, but if you fail the almost-but-not-quite-right situation squicks the target, a Setback for you.
This Curse removes the perks of the target's old life, making him a stranger even to his friends and family. 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 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.
Allows you to foster a desired emotion in any thinking being. The love spell is the most famous example. 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 movement, making a Create roll against the creatures Mind. If the compulsion succeeds, the creature must use its full Move this action and move towards or away from the beacon as specified in §3.
Two Empathic Beacons cannot overlap; the stronger one prevails.
You can modify, create, or remove a memory in the target. If your try to remove or modify a memory the target does not have, the power fails and you realize it fails.
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.
Empty Mind Stance
Trigger Action (Defense)
You get a +3 bonus on defense to Charm, Dodge, and Impress. You also gain a +3 bonus to Mind when resisting damage and to see the outcome needed to cause a setback. These bonuses last for the remainder of the current shot
This power only works on creatures whose True Name you know. Make an opposed Impress check. On a success the target obeys your orders for the rest of the round and the next. The creature acts strangely to anyone who knows it, and even stangers can realize it is acting wierd with a Sense Motive check against your Charm, not the victim's.
You can renew this control in combat. Out of combat, you only need to roll every 15 minutes, but a failed roll means control cannot be renewed
You give the target a set of instructions, that he must live up to or suffer dire consequences. These instructions can be complex, like a code of honor or dedication to a cause. They can also be simple and direct if preferred. When the target stretches or comes close to breaking your instructions, he will lose focus and motivation, and lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, or they willfully break your instructions, they instead suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power. Conditioning lasts until dispelled as a Curse. Note that the person under conditioning cannot himself strive to have it removed, or he will suffer from it's dire effects.
Curse of Idiocy
Basic Action or Finisher
Make an opposed Impress against a sentient creature. On a success the target suffers a dizzy spell and loses 3 shots. On an Outcome matching the target's Mind, he becomes almost mindless and unable to use powers. He suffers Power Loss and becomes Incommunicado for the rest of the scene. He still remembers his friends and enemies. As a Finisher this always causes the more severe effect and is a Curse.
Basic Action or Limit Break
You make the target lash out in blind rage. Roll an opposed Impress check, on a success the target must take a Basic Action to make an attack against a target of your choice. On an outcome matching the target's Mind you can continue to force him to do such attacks the next three times his shot comes up, until attacked by you or your friends, or an interaction Setback convinces him otherwise. The target still controls his own trigger actions, Fortune and so on. When performed as a Limit break, Enrage affects all enemies in an area with a diameter equal to your Mind.
You can seize a creature whose True Name you know and project it into the mind of an opponent. Once there, the creature will act as it normally would, but it exists only for you and the target; others cannot perceive it or interact with it unless they enter the mind of the target (such as by Mind Diving. To and to the target, it appears that the creature is physically present. To all others it is nonexistent, tough they can see the effects it has on you two.
This is a kind of possession and it can be dispelled or exorcised. Since the creature is in the same physical surroundings as the target, changing the physical surroundings can affect the creature. This includes all area attacks and at the GMs discretion might include stunts. . However, the phantasmal creature has Advantage against all interactions against those who cannot see it. These are the only ways creatures other than the target can interact with a phantasmal killer. Because the phantasmal killer exists for you, it is possible for it to affect you, either inadvertently with area attacks or intentionally.
Unlike a true summons, the creature to be summoned can be anywhere, unless it is already physically present. You can summon one named creature or a number of unnamed creatures of the same type equal to your Mind. Unnamed creatures have one True Name per type of creature; all unnamed imps share the same true Name. Essentially one true name equals one set of creature abilities. It takes an Impress roll against the highers of the creature's and target's Dodge or Impress to summon. You must repeat this summoning on each succeeding round, or the phantasmal summon disappears.
The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.
You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.
A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.
When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.
This power only works on Folk on other planes of existence. As little is generally known about the Folk of other planes, it is very hard to find the required True Name. It is possible to blindly summon a champion from another plane using a Power Experiment. This often results in youthful potentials that then have to learn how to perform the needed role. Summoning Pact provides another way to use Summon Champion.
You can mask your aura, making you uninvolved and detached from things around you. This renders you immune to all detection powers that look for intent, hostility, lies, or that glean information from surface thoughts.
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
Flower of Knowledge
You can create a flowering of intellect where there was none before. This can give reasoning powers to an object or full sentience to a non-sentient creature. This can create any type of creature except Folk or an animal from an appropriate body. If used on a sentient, it creates a second personality, a mental disorder.
The newly created mind is shaped by you, and you can imbue it with part of your reasoning process and motivation. In general, it will start out friendly to you and sympathetic to your ideas, willing to perform whatever task you created it for. If created within another sentient being, it will be dominant for a time as the original personality is in shock, but after a day or so the two personalities will start to crash. Depending on how different they are from each other, this might be a conflict to the death over control and identity or they might merge almost seamlessly.
The tree of knowledge often bears bitter fruit. While this power can be very rewarding, it is also very dangerous. After a while, minds created this way tend to adopt some of your negative personality traits and might become your bitter enemies, especially if you have many personality flaws or treat them badly.
Make an opposed Know check to learn a language of your choice the target creature near you knows for the rest of the scene. A cooperative creature can reduce the difficulty to a minimum of their Mind. You can also use this on a text, with a difficulty based on the complexity of the text for a native reader. If you fail, you cannot attempt again against that creature for the rest of the scene.
Your skill in the language becomes equivalent to that of your target, or based on your Know, whichever is less. You learn any form of the language the creature knows, such as spoken and written, but potentially also sign and other-sensory languages.
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form of Folk this power.
You assume the form of any Race of Folk selected when you use the power. You keep your own skills but suffer the attributes maximums of the selected Folk and one race schtick of your choice. You lose any powers based on Race or physical form. This is not a disguise, you can still be recognized, but if you further disguise yourself any issues based on your physical form are overcome.
You control your victim's ability to speak. You can change his voice, making it soft, croaking, roaring or whatever you like. You can make the target dumb, or prevent him from saying certain words or to talk about certain things. When applicable, this prevents the target from using the Charm and Impress skills at a value higher than his Mind. This is a mental effect, so telepathic communication if affected too.
You can mimic the target's voice and speech mannerisms. Any attempt you make to imitate the target is Routine, as long as your appearance makes it possible at all.
This is a Curse.
Focus of the Void
Trigger Action (Focus)
Spend a Fortune point and use this schtick to become focused.
Mind vs. Body
By suppressing your aura, you can escape attention. You can take a single basic action, and no-one can see or react to this action in any way. If you attack, targets can only use Reflexes for defense. You always become visible at the end of the action when using No Presence; there is no way to make yourself continuously invisible.
You can use No Presence out of action rounds, this allows short dashes from cover to cover. You can sneak across open spaces in rushes no longer than twice your Move in meters.
Soul of Psyche
You can use your body to do melee attacks that do Mind +2 Psychic damage, or more if you are using an Implement to improve damage. This is soaked with Mind instead of Toughness. Objects and creatures without sentience, such as Animals and Robots are immune.
Strength of Will
You can tell what happens in well-known places, to friends or to people you hold a former body part of or an object dear to. You will get a brief vision, often very subjective. The power scans for strong psychic impressions; humdrum everyday events are harder to detect. Sometimes these visions randomly focus on an emotionally intense moment in the past or future. Range is not a factor.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.
You make others not notice you unless they are looking for you specifically. You can Sneak in plain sight and not be noticed. Special senses will not help against this, but creatures who know of you and look for you specifically, as well as creatures with a Mind greater than your Recon or who have special resistances or immunity to mental powers, are not affected.
You can sense active minds are present in an area. Make a skill roll and multiply the result by 10; this is the range in meters. You can focus on only a certain area or search only for a certain kind of mind (by creature type or species). To detect the mind of someone who is deliberately hiding requires an opposed Recon roll.
You leave your body behind and enter astral space, the land of dreams and spirits. Your spirit can instantaneously move to any area that is not warded against spirits. Range and speed are not a factor.
This is mostly uses to spy. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. You can communicate with those you scry on.
While on an astral quest, your body is in suspended animation; you do not need sustenance but are helpless. Your spirit and body takes damage together, and you can end the astral quest as a Basic Action - unless you are in a particularly tricky situation of the GMs devising.
Astral Quests are usually done to seek information, but sometimes it is possible to affect physical reality by performing a quest on the astral plane. Such astral quests are filled with visions, inspirations and subconscious symbolism, but are not linear adventures in the normal fashion. The main use is to resolve some moral issue, personality issue, or to gain insight. In certain cases an astral quest can break a Curse. Sometimes, an astral quest can directly affect another person or even an object or place by changing the astral resonance, but such use is strictly a plot device for the game master. A number of other people equal to your Mind can be taken along on this sort of quest.
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 a Finisher. If either body dies while the power is in effect, the effect becomes permanent.
You can contact the mind of a dreamer, entering their dreams to communicate or even cause harm. If the target is not asleep at the time, the power fails. When it works, this allows you to use one other Mind Form powers against the target at any range. You must have a clear mental image of whoever you are trying to contact. The target will remember you when they awake, and will automatically awake after you harm them.
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.
You reach out to touch the mind of another creature. This allows you to use one other Mind Form powers against the target at any range. You must have a clear mental image of whoever you are trying to contact. The target feels a tentative mental contact and can sense who you are. It can refuse to acknowledge your mind touch, which makes the power fail.
You can initiate a psychic contact with another character, regardless of distance. You must have a clear mental image of your target. The two of you engage in a single round of combat, as if you were standing next to one another. Both of you can use any powers, equipment, or other features you would normally be equipped with. Others can affect either of you normally if they are in your presence, but cannot reach through the psychic link to affect the other. Once the one round of combat is over, the link goes down and you are each left to your own devices. You cannot initiate a Psychic Duel against that target again this session. The target gets a premonition of danger, so no surprise is possible.
This power can be used for other, non-combat purposes such as remote healing, conversation, or even trysts, but the time it lasts is still very short.
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.
Basic Action, Limit Break, or Finisher
Make a roll of Shoot vs. Dodge, on a success the target's Mind suffers a penalty of -1 until the end of the scene. Lowering Mind lowers the number of Fortune that can be spend in a session for a named character, effectively reducing available fortune points. The number of points lost and the duration can be increased by various factors.
- If the attack scores an Outcome matching the target's Mind, the penalty is increased by two.
- If performed as a Limit Break, the penalty is increased by two and it lasts for a day or until cured as an ailment.
- If performed as a Finisher, the penalty is increased by two and the effect is a Curse - and this turns all current Feeblemind results on the target into one big curse.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Psychic Blast does psychic damage. Objects and creatures without a true mind, such as Animals and Robots are immune.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.
You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.