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telepath

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.
caret-right Amnesia Make them forget.
caret-right Gaze Reading Read via eye contact.
caret-right Mind Delver Pillage or repair minds.
caret-right Mindsense Detect nearby consciousness.
caret-right Sending Send your thoughts to another.

Telepath

Social plus-circleMindreader: By concentrating, you are able to read the surface thoughts/inner monologue of any creature.

minus-circleContact Required: You must be in direct, skin-to-skin physical contact with a creature to read their mind.

minus-circleBarriers: Creatures that know their mind is being read can fill their thoughts with useless LALALA babble in order to not give anything away. If you do not share a common language with a subject, you cannot effectively read their mind either.

minus-circleMojo: 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 mind, you 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.

Amnesia

Utility plus-circleRemember 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.

minus-circleShort-Term Short-Circuit: You cannot erase any memories further back than the current exploration turn, nor can you choose to only erase part of what happened during the current exploration turn.

minus-circleMojo: Erasing a creature's memories costs 1 Mojo.
caret-right Alternative plus-circleFabrication: Instead of simply erasing memories, you can choose to implant false ones of your own invention. If you implant anything really outrageous it might cause a subject to become suspicious (referee's discretion).

minus-circleExtra Mojo: Implanting false memories to replace those you've erased costs 1 additional point of Mojo (for a total of 2).

Gaze Reading

Utility plus-circlePeeping Tom of the Soul: You only require eye contact to read a subject's mind, not physical contact.

minus-circleEye 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

Utility plus-circlePillage 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.

plus-circleEgo 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.
Protection plus-circlePsychic 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.

plus-circleExtensive Process: Repairing a broken mind requires 5 Mojo to even attempt. Actually performing the repair requires successful completion of an operation challenge.

Mindsense

Utility plus-circlePsycholocation: As an action, you can sense the presence and general location of sapient minds within 10 meters of your location.

minus-circleInexact: 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.

minus-circleSimple Invisibility: Creatures with the Simple weakness are not considered sapient and thus are undetectable via Mind Sense. Sleeping or unconscious creatures (or Charlatans using the Possum ability) are also invisible.
caret-right Alternative plus-circlePsychic Dragnet: You can choose to also reveal the presence of non-sapient or unconscious creatures.

minus-circleMojo: 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.
caret-right Alternative plus-circleExpand Your Mind: You can sense minds out to a range of 20 meters instead of 10.

minus-circleDouble Action: Sensing at a range of 20 meters requires two actions instead of only one.

Sending

Social plus-circleGive 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.txt · Last modified: 2020/11/19 13:48 by kyle