Viewing Effect - Read Memory
Read the experiences of others

Requires: Seasoned

Create a Read Memory Power

Description

You can read the memories of a target. The target is aware that their thoughts are being probed while the probe lasts. If the target moves out of range or your concentration is interrupted, your connection is severed. You can only probe thoughts that they themselves remember.

System

Select a Living, Animate target within [[range]], Exert your Mind, spend [[cast-time]] establishing a connection, and roll [[activation-roll]], which the target can contest by rolling [[resistance]]. You must maintain concentration as long as you are reading their memories. The target is aware that their thoughts are being probed but not of the source. If the target moves out of range or your concentration is interrupted, the effect ends.

This Power lets you ask specific questions about the target’s memory like “what is their computer password,” “What were they doing at 4:00PM yesterday?” “When was the last time they met so and so?”, And answers generally play back like a scene. This Power does not allow you to glean large synthesis answers like “Is she a good person?” “Is she planning on backstabbing us?” “Is she popular?”

Enhancements

Secret Thoughts (The target is not automatically aware that their thoughts are being read.)

Memory miner (You may read memories that the target has forgotten.)

Multi-Tasker (This power does not require 100% concentration while you're using it.)
You may perform other actions while keeping up the effect, but interruptions such as being Stunned or taking damage will still break concentration.

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Memory Play (The memories which you are reading are displayed publicly in some way for people in the area of the target.)

Conduit (This Power has unlimited range, but you require a token of your target to use it. You may use this Power once per token. Tokens must be of a particular type determined at Power creation, such as a track of the target, a body part of the target, etc.)
Token types examples: a track of the target, a body part of the target, a mirror that has reflected the target, an object of sentimental value to the target, a sample of the target's handwriting, etc.

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Random Access Memories (You may read the memories of Non-Living targets, though they must still be Animate.)

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Contestable (The target must either consent to be targeted or be unconscious, hypnotized, thoroughly drugged, in surgery or similarly incapacitated such that they could not or would not roll to resist this Power.)
If this condition is satisfied, no defensive rolls may be made by the target.
Double-Edged Sword (You are affected by this Power to the same extent as your target.)
Cannot be taken on Powers that provide buffs of any kind.
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Range

Default Level: 1

Seasoned Threshold: 0

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Example Powers