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Modify Memory

When you complete this conjugate, you target a creature within 10+ 2•fp metres.

Modify Memory

Industry: Medicine|Neuronetics
Actions: conjugate(main-act, 2fp) imp(sv,Insight,8+M*) | chk(CC-S) +M* on 1(tg), 10+2•fp(range) then memory modified

If the targeted creature fails an Insight save (or you overcome its CC-S) you may modify their memory, usually surrounding an event that took place in the last 24 hours, and lasted no more than 10 minutes. If you or your companions are fighting that creature, it has advantage on the save.

On a failed save, the creature listens to you intently, it acquires the incapacitated condition and remains unaware of its surroundings. If it takes any damage or is targeted by another conjugate, the effect ends and no memories are modified.

You can then: permanently eliminate all memory of an event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how, its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the conjugate ends before you have finished describing the modified memories, the creature’s memory isn't altered. Otherwise, the modified memories take hold when the conjugate ends.

An engineer may be able to break the Modify Memory with an imp(chk,Bypass (Neuronetics),10+M*), followed by a Disable action.