Difference between revisions of "Emote Mind (Action Powers)"

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===Mind Inspiration===
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=== Mind Diving ===
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Trigger Action (Finisher)
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You enter the mind of the target, who must be delirious, sleeping, or helpless.
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Generally, you enter the mind of others in order to get hard-to-find information or to correct psychic problems. It is also possible to manipulate the psyche of others in order to affect their personality and behavior. This can be played out or resolved through social interaction die rolls.
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The rough way to use this power is to initiate combat. Such a combat works just as combat in the real world; both characters have access to imaginary versions of any gear normally used. Damage from the physical world does not carry over into this psychic conflict. If you bring companions along, the sleeper may create phantasmal versions of his normal allies to match their number. If you render the mind you are diving into unconscious in such combat, you can do very invasive changes to the target's mind, permanently changing memories and parts of the target's personality. In special cases, you might be forced to enter an even deeper level of the target's mind and subconscious, Mind Diving again and repeating the process; this is especially true if the target has multiple personalities or several layers of psychic problems, or if you otherwise want to make very fundamental mental changes. This is more a storytelling device than a rule; player characters are not assumed to be into this kind of mind rape, sp the rules are somewhat sketchy.
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While a character is Mind Diving, her body lies comatose. Long trances can be harmful.
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=== Mind Inspiration ===
 
Reflex Action
 
Reflex Action
  
 
You inspire others to be observant, reasonable, unbiased, open-minded or even vacillating. Whenever someone in the vicinity fails an action based on these virtues, you can take a reflex action to give him an immediate reroll. This applies to most uses of the [[Spot (Action) | Spot]] skill, and to other skills and rolls as determined my the GM.
 
You inspire others to be observant, reasonable, unbiased, open-minded or even vacillating. Whenever someone in the vicinity fails an action based on these virtues, you can take a reflex action to give him an immediate reroll. This applies to most uses of the [[Spot (Action) | Spot]] skill, and to other skills and rolls as determined my the GM.

Revision as of 07:21, 24 December 2007

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Main article: Powers (Action)

Mind Diving

Trigger Action (Finisher)

You enter the mind of the target, who must be delirious, sleeping, or helpless.

Generally, you enter the mind of others in order to get hard-to-find information or to correct psychic problems. It is also possible to manipulate the psyche of others in order to affect their personality and behavior. This can be played out or resolved through social interaction die rolls.

The rough way to use this power is to initiate combat. Such a combat works just as combat in the real world; both characters have access to imaginary versions of any gear normally used. Damage from the physical world does not carry over into this psychic conflict. If you bring companions along, the sleeper may create phantasmal versions of his normal allies to match their number. If you render the mind you are diving into unconscious in such combat, you can do very invasive changes to the target's mind, permanently changing memories and parts of the target's personality. In special cases, you might be forced to enter an even deeper level of the target's mind and subconscious, Mind Diving again and repeating the process; this is especially true if the target has multiple personalities or several layers of psychic problems, or if you otherwise want to make very fundamental mental changes. This is more a storytelling device than a rule; player characters are not assumed to be into this kind of mind rape, sp the rules are somewhat sketchy.

While a character is Mind Diving, her body lies comatose. Long trances can be harmful.

Mind Inspiration

Reflex Action

You inspire others to be observant, reasonable, unbiased, open-minded or even vacillating. Whenever someone in the vicinity fails an action based on these virtues, you can take a reflex action to give him an immediate reroll. This applies to most uses of the Spot skill, and to other skills and rolls as determined my the GM.