The Vorpal Tribble
2007-06-27, 11:32 AM
Dying Thought
Telepathy [Mind-Affecting]
Level: Psion/wilder 5
Display: Mental
Manifesting Time: 1 standard action
Range: Touch and Close (25 ft. + 5 ft./2 levels); see text
Target: One corpse and one living creature; see text
Duration: See Text
Saving Throw: Will negates; See Text
Power Resistance: Yes
Power Points: 9
The gasp of a victim's dying breath echoes in your mind and then suddenly you are fighting... yourself.
You siphon the dying memory of a victim and implant it upon another (whether the target is guilty or not). You must siphon the memory from its victim's brain that has not been dead any longer than 1 minute per manifester level. You briefly see whatever the victim saw in its last few moments of life before it the memory becomes dormant within your mind for 1 day per manifester level. During this time you may implant it within the mind of another in range, losing it from your own mind. The target must succeed on a Will save or relive the death of this being every day for the rest of their lives (permanent duration). They are dazed for 1 round for every two manifester levels and takes 2d6 points of non-lethal damage per round as they are killed within their mind. In the last round they take 6d6 non-lethal damage. If this power renders them unconscious anytime during the power they immediately stop taking damage and have 24 hours until their next session.
The victim begins to have strange flashes of memory one minute before the memory of the actual fight begins, giving them brief forewarning of their next attack.
This memory can be removed by Psychic Reformation, Psychic Chirurgery, Bend Reality and similar high-leveled spells. A DC 20 Autohypnosis check may also be made to temporarily suppress the memory for one day.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s save DC increases by 1.
2. If you spend 6 additional power points this damage becomes lethal and instead of taking 6d6 damage they must succeed on a Fortitude save or die.
Telepathy [Mind-Affecting]
Level: Psion/wilder 5
Display: Mental
Manifesting Time: 1 standard action
Range: Touch and Close (25 ft. + 5 ft./2 levels); see text
Target: One corpse and one living creature; see text
Duration: See Text
Saving Throw: Will negates; See Text
Power Resistance: Yes
Power Points: 9
The gasp of a victim's dying breath echoes in your mind and then suddenly you are fighting... yourself.
You siphon the dying memory of a victim and implant it upon another (whether the target is guilty or not). You must siphon the memory from its victim's brain that has not been dead any longer than 1 minute per manifester level. You briefly see whatever the victim saw in its last few moments of life before it the memory becomes dormant within your mind for 1 day per manifester level. During this time you may implant it within the mind of another in range, losing it from your own mind. The target must succeed on a Will save or relive the death of this being every day for the rest of their lives (permanent duration). They are dazed for 1 round for every two manifester levels and takes 2d6 points of non-lethal damage per round as they are killed within their mind. In the last round they take 6d6 non-lethal damage. If this power renders them unconscious anytime during the power they immediately stop taking damage and have 24 hours until their next session.
The victim begins to have strange flashes of memory one minute before the memory of the actual fight begins, giving them brief forewarning of their next attack.
This memory can be removed by Psychic Reformation, Psychic Chirurgery, Bend Reality and similar high-leveled spells. A DC 20 Autohypnosis check may also be made to temporarily suppress the memory for one day.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s save DC increases by 1.
2. If you spend 6 additional power points this damage becomes lethal and instead of taking 6d6 damage they must succeed on a Fortitude save or die.