After briefly examining a target, a thin manila folder forms somewhere on Frank’s person. It could be tucked into his trench coat, hidden in a bag, hell, it could even manifest in his hand if he so chooses. It’s filled with a variety of papers documenting the target’s life, their memories, their experiences and desires. Images dance along the file whenever a specific memory is chosen, illuminating the truth about the target’s past.
To observers, the folder appears to be filled with nothing but blank sheets of printer paper. Those with the Clear-Sighted enhancement should be easily able to gleam that there’s something off with the folder, that some illusion or false reality prevents it’s contents from being shared.
Once the power ends, the folder dissipates.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Perception + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
This Effect is not obvious, and the only sign you are using an Effect is reading over a manila folder. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Holden does like a professor X gesture and shouts something cormy like "DO you promise to tell the truth, the whole truth and nothing but the truth!?" and the response doesnt matter he just reads thier mind and everyone else can also see whatever information he is gunning for.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. This Effect cannot be used unless Have Probable Cause. You must maintain Concentration while the effect is active. Roll Perception + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
You may read memories that the target has forgotten.
The Assimilator reaches their tendrils into their victim's brain, manually combing through their memories using the collected brain power of themself and their victim, all the while, those on the outside see their victim twitching, their eyes flickering at the speed of the memories viewed.
Exert your Mind and spend an Action. Select a Living, Animate target within arm's reach. You must maintain Concentration while the effect is active. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
This Effect is not obvious, and the only sign you are using an Effect is the target blinking rapidly for a moment. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Your target can read your memories as well, asking a question for each one you ask.
Grace focuses her energy towards pulling someone into that pathway. If successful, the target’s vision will flutter in and out between their real-world view and being flat on their back, laid out on a table surrounded by cakes and tea sets in a desaturated forest clearing. The Dead Kid Tea Party stares down at them with hollow, prying eyes: Grace, Obedience, Sally, Horatio, and Hope staring into the grey area between your body and your consciousness, and reading.
The pathway to Grace’s mind for other souls is wide open. In the past, visitors have been relatively invited, but as Grace becomes willing to do more… what's keeping her from yanking someone in through the door?
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
Henry places his hand upon the head of the target, and small silver tentacles emerge from the cuffs of his uniform. They caress the target, exploring the target and the possibilities of embrace. They sink gently though the flesh, searching for the secrets required.
Expend a point of Battery and spend an Action. Select an Animate target within arm's reach You must maintain Concentration while the effect is active. Roll Dexterity + Investigation at Difficulty 6. The target may Resist.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
You may read memories that the target has forgotten.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.