Room 208

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Mind

The Mind Aspect marks a Sburb player as a manipulator in the truest sense, whether they are willing to admit it or not. A player who is given the Aspect will often find themselves in the center of conflicts as a mediator or an instigator with no one really being clear which. The Mind Aspect is reflected in a character that can guide a session but must face their past manipulations and make their actions right. Their emblem is the throbbing green neuron upon a deeper viridian field, and Heroes of Mind must learn to use their peerless intelligence to worthy causes.

Traits

Superior Manipulator Mind Level 4
You simply cannot be outmaneuvered when it comes to mind games. Any attempt to force you to do something against your will fails.
Any effects that would cause the character to forcibly part with information \or to attack a target will fail.
Iron Mind Mind Level 4
You’ve got a handle on this by now. If you don’t know it you will soon. You’re perhaps the ultimate smart ass, and if not, you’re certainly the smartest ass in the game.
+1 bonus to Imagination

Talents

These Aren’t The Targets You’re Looking For Mind Level 6
You know exactly how to get what you want and you aren’t above a little subterfuge to get it. Convince that guy that his buddy is totally gonna backstab him and he’ll play right into your hands. Just a little flirting and that Agent will spill the combination to the Queen’s safe.
Target: One creature Attack: Gambit + your level + draw vs target’s Gambit + draw Effect: Choose one of the following effects: The target uses his turn to attack a target of your choice with a basic attack OR the target absconds or moves to the front column OR the target reveals one piece of information that they know. Cost: 6 Mangrit
I Know Where This Is Going Mind Level 10
Your preternatural sources provide you with all the information you need. You can gain profound knowledge by communicating with them, but you risk losing a bit of yourself every time you do. Of course, sometimes it’s just worth the risk.
At any time you can use this power to ask the GM about a plot relevant event. Draw a card from your deck. If the result is even you succeed in gaining information from the eldritch sources at hand and the GM will pass you a note detailing one specific fact that you asked about. If the result is odd you are afflicted with grimdarkness and lose the ability to communicate with other characters until the effect is dispelled by a kiss. Cost: 10 Mangrit