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telepath [2020/05/03 10:34]
kyle created
telepath [2020/11/19 13:48] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//To make a relationship work, you've got to be able to communicate effectively. They can't hear what you don't say. Well, most people can't, anyway.//
  
-.+A Telepath's tricks are both subtle and powerful, giving many options for clever players to manipulate social situations to their advantage or gather necessary information. If you prefer for your mental domination to be more combat-oriented, try the [[Mesmer]] archetype instead.
  
 ^[[#Telepath]] ^^Read minds. | ^[[#Telepath]] ^^Read minds. |
-|{{fa>caret-right?24}} |[[#Extraways]] |Treat cover as concealment. | +|{{fa>caret-right?24}} |[[#Amnesia]] |Make them forget. | 
-^[[#Enterprises]] ||Telepath School |+|{{fa>caret-right?24}} |[[#Gaze Reading]] |Read via eye contact. | 
 +|{{fa>caret-right?24}} |[[#Mind Delver]] |Pillage or repair minds. | 
 +|{{fa>caret-right?24}} |[[#Mindsense]] |Detect nearby consciousness. | 
 +|{{fa>caret-right?24}} |[[#Sending]] |Send your thoughts to another. | 
 +^ ^^^
  
 ====== Telepath ====== ====== Telepath ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Bag of Holding:** In addition to the standard light and heavy inventory lists, you have a third type: extradimensional. Your extradimensional inventory has five slots and can be used to carry whatever you want just like your light and heavy inventories do. \\ \\ {{fa>plus-circle?24&align=left}}**Secrets:** Only those with levels in Dimensionist can open an extradimensional inventory. While anybody can recognize that you're carrying more than meets the eyenobody will be able to frisk you for what you've got in your third inventory. \\ \\ {{fa>minus-circle?24&align=left}}**Hard to Open:** Accessing your extradimensional inventory requires a procedure of work and 1 point of SuppliesOnce you've accessed it, you can freely add or remove items from it but the inventory will automatically close again at the end of the current exploration turn. Accessing it again in the future requires another procedure and point of Supplies. \\ \\ {{fa>minus-circle?24&align=left}}**Take It With You:** If you die or whatever while you have stuff stashed in your extradimensional inventoryit is unretrieveable. Only another Dimensionist can ever get such stored items back. |+^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Mindreader:** By concentrating, you are able to read the surface thoughts/inner monologue of any creature. \\ \\ {{fa>minus-circle?24&align=left}}**Contact Required:** You must be in directskin-to-skin physical contact with a creature to read their mind. \\ \\ {{fa>minus-circle?24&align=left}}**Barriers:** Creatures that know their mind is being read can fill their thoughts with useless LALALA babble in order to not give anything awayIf you do not share a common language with a subject, you cannot effectively read their mind either. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die when you use this ability. If the result is 1-3, then doing so costs 1 Mojo. You cannot use this ability if you have no Mojo remaining. Once you've read a given subject's mindyou can continue to read that subject's mind as much as you want until the end of the current exploration turn without having to roll a trigger die and potentially lose Mojo again. |
 ^ ^^^ ^ ^^^
  
-====== Extraways ======+====== Amnesia ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**The Other Sideways:** You cause your attacks and other ability effects to briefly pass through the fourth dimension before rejoining the thirdPractically speakingthis means that they appear to pass right through solid barriersYou treat partial cover (failure chance 6as partial concealment (failure chance 3) instead, and total cover (most attack forms impossible) as total concealment (failure chance 6instead. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Remember Nothing:** After you're finished mind-reading a subject, you can choose to erase their memories of the entire exploration turn in which you did so. The creature will fall unconscious until the beginning of the next exploration turn\\ \\ {{fa>minus-circle?24&align=left}}**Short-Term Short-Circuit:** You cannot erase any memories further back than the current exploration turnnor can you choose to only erase part of what happened during the current exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Erasing a creature's memories costs 1 Mojo. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Fabrication:** Instead of simply erasing memories, you can choose to implant false ones of your own inventionIf you implant anything really outrageous it might cause a subject to become suspicious (referee's discretion). \\ \\ {{fa>minus-circle?24&align=left}}**Extra Mojo:** Implanting false memories to replace those you've erased costs 1 additional point of Mojo (for a total of 2). |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ======+====== Gaze Reading ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Peeping Tom of the Soul:** You only require eye contact to read a subject's mind, not physical contact. \\ \\ {{fa>minus-circle?24&align=left}}**Eye Contact Requirements:** "Eye contact" in game terms requires you and your subject to be facing each other and neither to have partial or complete concealment in relation to the other. | 
 +^ ^^^ 
 + 
 +====== Mind Delver ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pillage Memories:** Surface thoughts are sometimes useful, but you know how to get what you really want from a target. By spending a full procedure in skin-to-skin contact with a subject, you can ask the subject any one question which they must answer honestly. \\ \\ {{fa>plus-circle?24&align=left}}**Ego Burn:** Pillaging a subject's memories is not a gentle or careful process. Roll a trigger die after using this ability; if the result is 1-6 then you irreparably damage your target's mind. Such subjects become unable to care for themselves, lose all purpose and goals, and gain the Simple weakness. | 
 +^ ^^^ 
 +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Psychic Surgery:** You can mentally repair damage done to a mind by telepathy or natural trauma such as missing memories from the Amnesia ability, mind erasure from the Memory Delver ability, subservience from the [[Captor]]'s Conditioning ability, or mindbreaking from the [[Mesmer]]'s Convoke ability. \\ \\ {{fa>plus-circle?24&align=left}}**Extensive Process:** Repairing a broken mind requires 5 Mojo to even attempt. Actually performing the repair requires successful completion of an operation challenge. | 
 +^ ^^^ 
 + 
 +====== Mindsense ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Psycholocation:** As an action, you can sense the presence and general location of sapient minds within 10 meters of your location. \\ \\ {{fa>minus-circle?24&align=left}}**Inexact:** Mind Sense doesn't reveal a creature's location precisely enough for you to bypass any concealment they might have, only reveals their presence and location. \\ \\ {{fa>minus-circle?24&align=left}}**Simple Invisibility:** Creatures with the Simple weakness are not considered sapient and thus are undetectable via Mind Sense. Sleeping or unconscious creatures (or [[Charlatan]]s using the Possum ability) are also invisible. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Psychic Dragnet:** You can choose to also reveal the presence of non-sapient or unconscious creatures. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die when revealing minds you'd normally overlook. If the result is 1-3, then doing so costs 1 Mojo. You cannot use this option if you have no Mojo remaining. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Expand Your Mind:** You can sense minds out to a range of 20 meters instead of 10. \\ \\ {{fa>minus-circle?24&align=left}}**Double Action:** Sensing at a range of 20 meters requires two actions instead of only one. | 
 +^ ^^^ 
 + 
 +====== Sending ====== 
 + 
 +^ ^^^ 
 +^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Give and Take:** You can send mental messages to any creature you're currently mindreading, and mindread their responses to you. This allows for covert and completely non-interceptable communication (unless one or both of you are also being mindread by a third party). | 
 +^ ^^^
  
-^Telepath School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
telepath.1588523642.txt.gz · Last modified: 2020/05/03 10:34 by kyle