Perfect Cover

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Both major and minor versions were written for this power.

Perfect cover: [Minor] by Iczer

'Yep, venezulan Catholic priest this week. But stay tuned, Tomorrow the part of concerned environmentalist will be played by...well..me'

The character has the abilityt to mould his body and mind to give the appearance and personality of another, fabricated cover. In essence, minor changes ripple across his body to fit the new cover, while at the same time, the character burns new patterns of behaviour directly onto his brain. This allows the character to perfom the following:

  • Increase or decrease Tan.
  • Alter chemicals in his body to change his natural personal hygiene
  • Alter his personal biorythyms to adjust for a new timezone or for sleeping habits.
  • Gain or shed personal habits and vices.
  • Alter his personality, outlook and mannerisms as to make them appear natural (in essence, they ARE natural)
  • Create a false history and persona that is inseperable from his own normal history and persona.

(EG: Charles, a mutant with this power, is an uptight computer geek from a strict baptist family. To infiltrate the local stanic church, he drops any melanin from his skin to appear pale, he fixes his odour problem, but accentuates his bad breath. He reregulates his body to become a classic 'night person'. He then reprograms himself to become nihilistic and pessemistic, with an appreciation for death metal. Lastly, he rewrites his own mind, in essence giving himself a false set of memories. His parents would barely recognise him after the transformation, and any psychics peering into his mind would find anything he says about himself to be true.)

The perfect cover is not a guarentee, but it is very good. the character gains a +20% to disguise and impersonate.

The cover begins to fade over time. after a week, the character loses about 5% of his false memories and his old habits begin to return. this increases by 2% every 6 hours afterwards.

The changes above take only a few minutes each (1d4) but memory alteration and habit alteration take 6d6+10 minutes to create a fully fledged identity.

Perfect cover: [Major] by Iczer

'Yep, venezulan Catholic priest this week. But stay tuned, Tomorrow the part of concerned environmentalist will be played by...well..me'

The character has the abilityt to mould his body and mind to give the appearance and personality of another, fabricated cover. In essence, minor changes ripple across his body to fit the new cover, while at the same time, the character burns new patterns of behaviour directly onto his brain. This allows the character to perfom the following:

  • Increase or decrease Tan.
  • Alter chemicals in his body to change his natural personal hygiene
  • Alter his personal biorythyms to adjust for a new timezone or for sleeping habits.
  • Gain or shed personal habits and vices.
  • Alter his personality, outlook and mannerisms as to make them appear natural (in essence, they ARE natural)
  • Create a false history and persona that is inseperable from his own normal history and persona.

(EG: Charles, a mutant with this power, is an uptight computer geek from a strict baptist family. To infiltrate the local stanic church, he drops any melanin from his skin to appear pale, he fixes his odour problem, but accentuates his bad breath. He reregulates his body to become a classic 'night person'. He then reprograms himself to become nihilistic and pessemistic, with an appreciation for death metal. Lastly, he rewrites his own mind, in essence giving himself a false set of memories. His parents would barely recognise him after the transformation, and any psychics peering into his mind would find anything he says about himself to be true.)

The perfect cover is not a guarentee, but it is very good. the character gains a +20% to disguise and impersonate.

The cover begins to fade over time. after a week, the character loses about 5% of his false memories and his old habits begin to return. this increases by 2% every 6 hours afterwards.

The changes above take only a few minutes each (1d4) but memory alteration and habit alteration take 6d6+10 minutes to create a fully fledged identity. also note that despite any altered personality, the character is in perfect command of his actions. He may have the personality of a Strung out junkie, but despite feeling strong urges to shoot up, he is in a position to 'just say no'. Likewise, giving himself the personality of a hardened and callous mass murderer does not mean he cannot back out before contravening his alignment. The character can also 'step out' of his adopted role at any moment, and in fact he can do so for up to 20 minutes per level without degrading his cover. (Any longer and he is considered to have 'shed' his identity.)

The character's control over his spyche gives him limited control over his will. Even if posessed he may exert his will over his body, writing in a stronger personality where necessary, and even re writing his moral code. This is a messy and short lived procedure. On any round that his mind is violated in any way, he may attempt to shed this control and shake off any intruder. This is a classic contest of wills, rolling a d20 and adding his ME, with the invader doing the same. if the character wins then the control ends. Otherwise the character can try again in one round.

Other bonuses:

+2 ME
+2 MA
+2 to save vs psionics
+4d6 to SDC