Vigilance99

Mind Magick

Feb 10th, 2019
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  2. Mind 1: You can detect the presence of other minds, as well as perform minor cantrip effects such as clearing your mind of distracting thoughts, focusing your attention on a thought, object, or task, or producing or dissipating a given emotion in yourself.
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  4. Mind 2: You can modify a mind by improving or weakening its native abilities. You can increase or decrease mental Attributes and Abilities, link minds together allowing for telepathy, shared perceptions, or the transfer of information from one mind or another, or alter a target's emotional state or mood. You can also grant a mind modified characteristics such as Eidetic Memory, or the ability to have multiple streams of thought at once [this acts as a Haste Effect, but is limited to purely mental activities].
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  6. Mind 3: You can read minds, allowing you to see someone's surface thoughts, deep memories, subconscious desires, as well as enter a mind experiencing its contents as a kind of locale. You can also enter dreams [mentally only unless a Life or Spirit Effect is added]. You can alter a target's memories, creating new ones or permanently deleting old ones. In addition you can control a target's mind, creating a mindless automaton, obedient servitor [who otherwise acts as themselves] or preprogrammed drone with false beliefs. You can deal bashing damage.
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  8. Mind 4: You can rewrite Minds on a broad scale, permanently altering personality traits, dispositions, subconscious impulses, or Mental Attributes/Abilities. You can dramatically restructure a mind, changing its characteristics. You can deal lethal damage.
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  10. Mind 5: You gain Enhanced Scale. You can deal aggravated damage.
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  12. Manipulate Minds: DC is Willpower
  13. -2 successes for simple command/modification
  14. -3 successes for total control for 1 turn
  15. -4 successes for total control for 1 scene
  16. -5+ for additional duration or crippling modification
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  18. Mind 4 Attribute Transformation: Pool all Mental Attributes [INT/PER/WIT/CHA/MAN] and redistribute them. These count as magickally unmodified for the purposes of later Effects. All Attributes must be at least 1. This requires 1 Success [plus Duration]. If 5 Successes are accrued, the Effect can instead be permament [not Permament in Duration, but truly permament unless another Mind 4 Effect is used]. Not all points need be spent. Hostile use is 5 successes.
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  20. Mind 4 Ability Transformation: Pool all Mental Abilities you possess and redistribute them. These count as magickally unmodified for the purposes of later Effects. Abilities do not need to be at least 1. This requires 1 Success [plus Duration] If 5 Successes are accrued, the Effect can instead be permament [not Permament in Duration, but truly permament unless another Mind 4 Effect is used]. Not all points need be spent. Hostile use is 5 successes.
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  22. Crippling Mental Modification: Mind 4 allows you to reduce a target's natural [not modified by magick/Enhancement] Mental Attribute to 1, or Ability to 0 with 1 success [plus Duration].
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