Mythic Callings | Mythic Feats | Mythic Destinies


Remember Thy Names [two-actions] Feat 16

Auditory Linguistic Mental Mythic 
Source War of Immortals pg. 124
Archetype Broken Chain
Prerequisites Broken Chain Dedication

You peer into the eyes of a target of your Ultimatum of Liberation, as you say aloud the names of their victims, searing them into the oppressor’s mind, cursing them to feel their victims’ pain. The target takes 12d6 mental damage (basic Will save against your class DC or spell DC, whichever is higher). If the target fails or critically fails this check, they also take 2d6 persistent mental damage. For the next hour, when the target stops taking this persistent damage, you or one of your allies can mention a victim’s name as a single action to the target, forcing them to succeed at another Will save or begin taking the persistent damage again. This is a curse effect. Once you use Remember Their Names on a target, the target is immune to it for 24 hours.

Traits

Auditory:

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Linguistic:

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

Mental:

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

Mythic:

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.