Memory Corrupt
More Moving Performances for GURPS
by Paul Stefko
In "Moving Performances," we discussed ideas for using sensie technology or sensory transmission abilities in your GURPS game. In this article, we expand on those themes, branching out into the deeper realm of memory.
Making New Memories
With the addition of the Conditioning enhancement, the Mind Control advantage can be used to alter a subject's personality (through any number of mental disadvantages) and memories (specifically through the Delusion disadvantage). The following enhancement and limitation allow for the ability to alter memory without changing personality traits.
Memory Implant: A limited form of Conditioning, this enhancement allows you to give your subject Delusions representing false or altered memories. These memories can come from any source available to a sensie transmission, including your own experiences, stolen memories, and artificial memories created with the Artist (Sensie) skill. +20%.
Memory Implant Only: Your Mind Control ability is only capable of giving the subject Delusions representing false memories, as above. -80%.
New Powers
Here are two sample powers that can be useful for creating characters that manipulate memories and senses respectively.
Memory Control Power
Sources: Biological, Magical, Psionic, or Super.
Focus: Extracting, manipulating, and transmitting memories.
Considered by some to be a limited form of Telepathy (page 134 of Powers), Memory Control can have subtle yet profound effects . . .
This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.
Article publication date: November 9, 2007
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