Control Manipulation Spells
Alter Memory
This spell allows the caster to alter a single memory of the target, even erasing it altogether. The Threshold is half the target’s Willpower. Each time the subject is confronted by the falseness of the memory, another Resistance Test is made against the caster’s original successes. If the subject scores enough successes to overcome the spell, the subject’s true memories return. Successes are not cumulative.
Babble *Custom Spell — Open for All
Babble creates a cognitive disconnect within the language centers of the target's brain. Any attempts by the target to communicate in any way (via comm, pen and paper, semaphore, whatever) require an Intelligence Test vs. the Force of the spell. If the total number of successes does not match or exceed the initial successes achieved by the caster, the message is conveyed, but as a string of nonsensical syllables that follow no discernible pattern. In effect, the target is rendered incoherent. If any communication test does result in an equal or greater number of successes than the caster's original net, the spell remains in effect, but the target may communicate coherently. Note that this spell has a threshold of 1/2 the target's intelligence, and those successes do not count toward the successes required to communicate.
Calm Animal and Calm Pack
Calm Animal calms any single creature of animal-level intelligence, making it non-aggressive while the spell is sustained. The Threshold is half the target’s Willpower.
Compel Truth
This spell forces the target to speak only the truth. The Threshold is half the target’s Willpower. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie.
The UCAS and CAS consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Other nations have been known to use this spell (among others) to get to the truth in legal cases.
Control Actions
The caster controls the physical actions of a target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but the caster controls the victim’s body. The victim uses any skills or abilities at the caster’s orders, but with +4 to all target numbers because of the victim’s resistance to the caster’s commands.
Control Animals and Control Pack
Similar to the Control Thoughts spell, Control Animal only works on non-intelligent animals (as determined by the gamemaster). The Threshold is half the target’s Willpower. Paranormal animals can resist this spell with either Willpower or Essence, whichever is higher.
Control Emotion
The target feels an overwhelming emotion chosen by the spellcaster, such as love, hate, sorrow and so on. The target believes the emotion wholeheartedly, but not mindlessly. Generally speaking, a target doing something in keeping with the emotion (fighting while filled with anger or hate), suffers no penalty. If doing something not relevant to the emotion (trying to drive while laughing hysterically), a distraction applies (+2 to all target numbers). If the target tries to go against the emotion (trying to shoot a “loved” target), he must make a Willpower Test against the spell’s Force in order to act. A +2 distraction penalty applies even if the test succeeds.
Control Thoughts
The caster seizes control of the target’s mind, directing everything the target does. The caster can mentally give commands as a Simple Action and the target is compelled to obey. Commands the target is deeply opposed to can be fought with a Willpower Test against the spell’s Force, one test per command. If the caster is not present, a single success will overcome the spell. If the caster is present, roll the caster’s Willpower against the target’s Willpower. The caster’s successes reduce the target’s. One net success is all that is required for the target to resist the command and break the spell.
Influence
This spell implants a single suggestion in the victim’s mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were his own idea and it will then fade. If someone points out that what the target is doing is wrong, the target can make a Willpower Test to overcome the suggestion as described for the Control Thoughts spell. The caster can also withdraw the suggestion at any time.
Mob Mind
An area version of Control Thoughts, Mob Mind only targets those within range of the spell. In large crowds, only some parts of the crowd may be affected by the spell. Each person in the crowd resists the spell individually, but the gamemaster may choose to make a single test for a large NPC group; pedestrians are assumed to have Willpower 3. Targets must be controlled en masse; they cannot be given separate actions to undertake. The Threshold is half the target’s Willpower.
Mob Mood
An area version of Control Emotion, this spell gives the caster control of a crowd’s mood. Only those within range of the spell will be targeted, so in large crowds only part of the crowd may be affected by the spell. Each person in the crowd resists the spell individually, but the gamemaster may choose to make a single test for a large NPC group; pedestrians are assumed to have Willpower 3. The Threshold is half the target’s Willpower.
|