Post by Master of Dungeons on Mar 31, 2014 17:50:45 GMT
Cunning. Elusive. Enigmatic. These are the words that describe an Amorph. Named for their extreme ability to adapt to any situation. Born from a small clan of humans who were gifted with psychic power, the life of an Amorph usually leads them down the path of intrigue and espionage. Gifted with the innate talent to invade a victim's mind with just a single touch, the Amorphs are able to absorb facts, talents, desires, and even information locked in a person's subconscious. As an Amorph progesses in their training, they are able to absorb more facts for longer durations.
Abilities:
-Mental Capacity
An Amorph is initally granted with the mental capacity to absorb one fact, skill, or to force a blank memory into someone's mind to make them forget. At every other level, their mental capacity grows by one.
-Psychic Link
If an Amorph comes in physical contact with another person, they can use their mental capacity to psychically link with the other person. While the link is active, both parties are incapacitated as the Amoprh pokes and prods the victims mind. The Amorph can ask the subconscious any request and if it can reply with information, the Amorph will absorb it and the link will be broken.
In technical terms, the Amorph can absorb any fact the person knows, any talent that they know, or force them to forget either. If the Amorph absorbs a skill, they can perform it exactly as the victim can, provided that they are physically able to. I.E. if a warrior has knowledge on how to use a maul a certain way, the Amorph must have the strength to wield the maul effectively to be able to execute the ability. If a spell from an Eldritch Scholar is stolen, the Amorph will use its own life force as energy cost unless otherwise enhanced, so caution must be taken.
The effects of the link last 1 day/level. After psychically linking to a person, the victim's mind will resist all attempts to link again for the remainder of the day.
-Improved Psychic Link
At 6th level, the Amorph is able to absorb something and make the victim forget that same thing within the same action. This is costs 2 slots of mental capacity.
-Permanence
At 14th level, the Amorph is able to expend two uses of their mental capacity to permanently learn or make the target permanently forget. This will also permanently lock those slots unless a second Amorph uses their permanence to blank your mind and free up your mental capacity.
-Incapacitation
At 18th level, if the Amorph has at least 5 uses of their mental capacity, they can blank a person's 5 senses, causing them to be incapacitated for the normal duration of their Psychic Link. This cannot be combined with permanence.
-Memory Overload
At 20th level, if all of the Amorph's memory slots are filled, they can force them all into the victim's mind, interrupting vital body functions, and ultimately causing their heart to stop causing instant death.
*More features will be added later.
Abilities:
-Mental Capacity
An Amorph is initally granted with the mental capacity to absorb one fact, skill, or to force a blank memory into someone's mind to make them forget. At every other level, their mental capacity grows by one.
-Psychic Link
If an Amorph comes in physical contact with another person, they can use their mental capacity to psychically link with the other person. While the link is active, both parties are incapacitated as the Amoprh pokes and prods the victims mind. The Amorph can ask the subconscious any request and if it can reply with information, the Amorph will absorb it and the link will be broken.
In technical terms, the Amorph can absorb any fact the person knows, any talent that they know, or force them to forget either. If the Amorph absorbs a skill, they can perform it exactly as the victim can, provided that they are physically able to. I.E. if a warrior has knowledge on how to use a maul a certain way, the Amorph must have the strength to wield the maul effectively to be able to execute the ability. If a spell from an Eldritch Scholar is stolen, the Amorph will use its own life force as energy cost unless otherwise enhanced, so caution must be taken.
The effects of the link last 1 day/level. After psychically linking to a person, the victim's mind will resist all attempts to link again for the remainder of the day.
-Improved Psychic Link
At 6th level, the Amorph is able to absorb something and make the victim forget that same thing within the same action. This is costs 2 slots of mental capacity.
-Permanence
At 14th level, the Amorph is able to expend two uses of their mental capacity to permanently learn or make the target permanently forget. This will also permanently lock those slots unless a second Amorph uses their permanence to blank your mind and free up your mental capacity.
-Incapacitation
At 18th level, if the Amorph has at least 5 uses of their mental capacity, they can blank a person's 5 senses, causing them to be incapacitated for the normal duration of their Psychic Link. This cannot be combined with permanence.
-Memory Overload
At 20th level, if all of the Amorph's memory slots are filled, they can force them all into the victim's mind, interrupting vital body functions, and ultimately causing their heart to stop causing instant death.
*More features will be added later.