Difference between revisions of "Imbue Mind (Action Powers)"
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(Confusion) |
(Curse of Idiocy) |
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You make the target unable to distinguish friend from foe. Use the rules for [[Interaction Stunts (Action)|Interaction Stunts]], on a setback the target is fully convinced friends are foes and foes are friends (at least until these supposed friends attack). Confusion lasts for one fight. | You make the target unable to distinguish friend from foe. Use the rules for [[Interaction Stunts (Action)|Interaction Stunts]], on a setback the target is fully convinced friends are foes and foes are friends (at least until these supposed friends attack). Confusion lasts for one fight. | ||
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+ | === Curse of Idiocy === | ||
+ | Trigger Action (Finsiher) | ||
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+ | The target loses his sentience; he starts to behave like a domesticated animal. Like an animal, he can be led about, ordered to perform simple tasks, or even pushed into a fight or lead to the slaughter. He still remembers his friends, but not his foes. This is a [[Curse (Action)|Curse]]. |
Revision as of 10:49, 26 December 2007
Templates for Action |
- Main article: Powers (Action)
Confusion
Basic Action or Limit Break
You make the target unable to distinguish friend from foe. Use the rules for Interaction Stunts, on a setback the target is fully convinced friends are foes and foes are friends (at least until these supposed friends attack). Confusion lasts for one fight.
Curse of Idiocy
Trigger Action (Finsiher)
The target loses his sentience; he starts to behave like a domesticated animal. Like an animal, he can be led about, ordered to perform simple tasks, or even pushed into a fight or lead to the slaughter. He still remembers his friends, but not his foes. This is a Curse.