Living idea

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Living Idea

The Living Idea has no physical form; rather, it is a thought that lives on in the mind of one creature at a time. It can perceive using that creature's senses, with its own Perception. Spells that force a Will Save may target the Living Idea instead of the host, if the caster so desires.

If the Living Idea's current host touches another creature (through an unarmed attack or a melee spell that requires an attack roll, for example), the Living Idea can use an immediate action to force the touched creature to make a DC 9 Will save. If it fails the save, the Living Idea is transferred to that creature.

The Living Idea can choose to obscure, disguise, or fabricate all sensory data about one creature from the host, and changing which creature to obscure takes a standard action. Obscuring a creature consists of making that creature undetectable; disguising a creature consists of changing its appearance and the sounds it makes; fabricating a creature consists of generating a false, potentially animated image of a creature in an unoccupied location. Any of these falsehoods may be detected as though they were disguises.

The Living Idea's current host can choose to give over control of its body to the Living Idea, in one minute increments, as a standard action. While doing so, the Living Idea's AD, GD, Attacks, Attack Bonus, Stealth, Perception, and skills other than Strongman are used instead of the host's own, and the host acts on the Living Idea's turn, using the Living Idea's actions.

If the Living Idea remains in a dead host for one hour or more, it dies.

The Living Idea is quite intelligent, and can speak every language. It does not need to eat.

Living Idea
Paragon   —   110 points
AD  10 (30 factor)     GD 10 (30 factor)     Will 7 (60 factor)     HP  N/A     Toughness N/A
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 4 (20 factor)     Perception 7 (28 factor)     Agility {{{agility}}}
Descriptors  {{{descriptors}}}
Movement  N/A
Size  N/A     Reach N/A
Weight N/A
Skills  Disguise +9, Bluff +4, Diplomacy +4, Insight +1
Advancement

Voice of Insinuation (20 points): As a standard action, the Living Idea can force its host to spend a cheap action speaking a phrase of the Living Idea's choice. One creature who can hear this phrase (choose a Stealth value from 0 to 2) of the Living Idea's choice must make a DC 7 Will Save or have the Living Idea transfer into its mind.

Battlefield of the Mind (40 points): The Living Idea possesses a convex extradimensional space with no entry points, totalling 30000 cubic meters in volume. When the Living Idea would transfer itself to another host, it may instead force that new creature to teleport into the extradimensional space: the creature chooses where in the space it arrives. Any creature in this extradimensional space can teleport to an open region within 2 meters of the Living Idea's host by taking a standard action to think and succeed on a DC 16 Will Save.

The Living Idea detects everything inside its extradimensional space, but cannot transfer itself to the mind of a creature in the space. If there are no creatures inside its extradimensional space, it may reshape the space with 24 hours of concentration.