Mentalist - 1 in Primal Dawn | World Anvil
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Mentalist - 1

Value: 1GP
(Voluntary)
Requires Neural Connection - 1.
You can perform the following Active mental incursions on Humans. Contact must be established between your bare hand and the target's head, without hats or helms interfering. All rolls require an Opposed Roll. The resisting roll gives the difficulty of your roll, but the GM can add or substract to that, depending on how difficult is what your trying to do.
  • Read [Long] - You can read the target's mind. Memories, opinions, knowledge, whatever. Roll Smarts & Notice v/s Will & Control of the target. The GM is encouraged to modify difficulty depending on how old the memory is (older memories are more difficult), how strong the memory is (strong memories are easier - strong means repetition and strong feelings involved), and the degree of secrecy (the deeper the secret, it is more difficult).
    • Critical Failure - Your target reads you instead.
    • Failure - You focus but it doesn't work.
    • Partial Success - an incomplete piece of info.
    • Success - One specific info, although the bare minimum of info about it.
    • Raises - Each raise can grant you another piece of info, or an increase in depth and detail.
  • Modify [Long, Lingering] - You can alter or erase the Memories of a target. You must first succeed at Read. You can convince someone that he did not bury his savings in the stable, but that he hid the stash in his cellar. Or you can convince that he did not see you abandoning a crime scene, but that he saw the settlement's priest instead. The GM is encouraged to modify difficulty when the memory is too strong (something that happened many times, or something attached to very strong feelings), or when the modification you intend to implement is conflicting to your target (it deviates too much from what actually happened, or arises contradictions, or unexplained memory voids). Victims remember that you messed with them, but they don't recall what did you do to them. Roll Manipulation & Deceit v/s Will & Control of the target.
    • Critical Failure - Your memory gets butchered in a way similar to what you intended to do, for a whole day.
    • Failure - You focus but it doesn't work.
    • Partial Success - the modification gets modificated, it is incomplete or twisted.
    • Success - One specific alteration, that lasts 1 day and then fades away.
    • Raises - One extra memory per raise, or scaling timeframes: 1 week, 1 month, 1 year, forever.

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