Base AP Cost: 1 Activation Difficulty: 4 + 1 per person linked Activation Time: One Turn Duration: Scene Requires a Power Source and Affinity Ability You are capable of forging a bidirectional telepathic link with one or more people you can see for the rest of the scene. Roll your Affinity against an activation difficulty of 4 +1 per person involved in the link (not counting yourself).
Once the link is established, everyone connected can broadcast their thoughts to all others with a simple act of will. Note that not all thoughts are broadcast, just the ones the character intends. All participants in the Mindlink must be willing.
Mind Probe
Sample Power Aspects: Mind Probing Spell, Built‐In Brain Scanning Module Base AP Cost: 4 Activation: Fate Point Activation Time: One Turn Duration: Scene Requires a Power Source and Affinity AbilityYou’ve learned how to delve the mind of another living being, sifting through its thoughts and memories for the information you seek. To use this Power, you must first be touching your target and then activate it.
When activated, you may make a mental attack against your opponent using your Affinity, and the target may resist using his Willpower (but suffers a ‐2 penalty if unconscious). If your attack generates Spin, the target will not be aware of your attempt to influence him. Otherwise he senses your presence in his mind.
If you fail to deal any stress on your attack, you suffer an amount of stress to your related Stress Track equal to the difference between your attack roll and the defender’s defense roll.
Each time your mental attack causes the target to take a Mental Consequence, you may discover one piece of information you seek. The amount of information gained depends on the Consequence taken.
A Minor Consequence results in a single word answer to a question.
A Major Consequence results in a simple sentence answer to a question, or a bit of sensory information like a mental image, a sound, or even a smell.
A Severe Consequence results in an answer consisting of a few sentences, or the probing character may experience an entire scene the target was present for as if he himself had been there.
An Extreme Consequence results in the probing character learning just about any fact the target knows or gains the ability to experience several days of the target’s life.
Modifiers
+1 (Deep Probe): Your Mental Attack when using this Power is considered to have a Edge Rating of +2. Each time you select this modifier, that Edge Rating is increased by another +2.
+1 (Ranged): You can use this Power at range instead of requiring touch. The range rating is equal to your Affinity.
Mind Wipe
Sample Power Aspects: Hypnotic Gaze, Telepathic Memory Wipe Base AP Cost: 3 Activation: Fate Point Activation Time: Simple Action Duration: Special Requires a Power Source and Affinity Ability You are capable of removing another person’s memories. However, to use this Power, you must first batter your way through your target’s mental defenses.When activated, you may make a mental attack against your opponent using your Affinity, and the target may resist using his Willpower. If your attack generates Spin, the target will subconsciously avoid attempting to remember the things he has been made to forget. He will not attempt to think about the missing memories and will only consider the matter if prompted to by another.
If you fail to deal any stress on your attack you suffer an amount of stress to your related Stress Track equal to the difference between your attack roll and the defender’s defense roll.
Each time your mental attack causes the target to take a Mental Consequence, you may remove some specific range of memory from your victim’s mind.
A Minor Consequence results in the ability to erase the events of a single scene of little importance to the victim. This means that you could force him to forget where he hid his weapons cache; but you couldn’t make him forget the last few moments he had with his dying father. A Major Consequence results in the ability to erase about a day of time, or you might be able to erase a memory of a scene that was important to the character.
A Severe Consequence results in the ability to remove a week or so or a critical day in the character’s life.
An Extreme Consequence results in the ability to erase about a month of time or forget a week that was very important to the character.
The amount of memories erased must be a single “lump” of time per use. This means that while you may be able to erase the events of a day from a character’s mind, you could not erase twelve hours’ worth of time spread over the course of a month, taking only an hour or two at a time.
The effects of this Power are permanent unless the character’s memory is jogged by being exposed to evidence of a forgotten event. Once exposed to this proof, to recall a memory that has been wiped the character must spend a Fate Point and succeed on a Reasoning roll against a difficulty equal to your Affinity.
Modifiers
+1 (Improved Wipe): Your mental attack when using this Power is considered to have an Edge Rating of +2. Each time you select this modifier, that Edge Rating is increased by an additional +2.
+1 (Memory Edit): You can replace the memories you remove with new memories of your own creation. The memories should make sense within the context of the time period and false memories that are difficult to believe may grant the victim bonuses to recall his true memories of that time.
+1 (Selective Editing): Instead of a specific time period, you may remove memories related to a specific person, place or thing. The defender gets a bonus on his defense rolls based on how attached to the person, place or thing he is. For example, making the victim forget every time he stopped at a particular red light may offer no bonus to defense rolls, yet he may be granted a +5 bonus on rolls to defend against an attempt to make him forget his wife.