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

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Basic Action
 
Basic Action
  
Allows you to foster a desired emotion in any thinking being. The love spell is the most famous example of this type. You may also specify the object of the emotion, which need not be another thinking being. For example, you could inspire hatred of a truck or lust to own a jewel. Make a power skill roll agauinst the target's [[Ego (Action)|Ego]]. If the Outcome exceeds the target's [[Mind (Action)|Mind]], he cannot control his emotions, otherwise he is influenced but can master himself when needed. Any soical interaction that uses the emotion gets a bonus equal to the power outcome; any interaction that works counter to it receives the same penalty.
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Allows you to foster a desired emotion in any thinking being. The love spell is the most famous example of this type. You may also specify the object of the emotion, which need not be another thinking being. For example, you could inspire hatred of a truck or lust to own a jewel. Make an opposed [[Charm (Action)|Charm]] skill roll. If the Outcome exceeds the target's [[Mind (Action)|Mind]], he cannot control his emotions, otherwise he is influenced but can master himself when needed. Any social interaction that uses the emotion gets a bonus equal to the power outcome; any interaction that works counter to it receives the same penalty.
  
 
=== Mind Diving ===
 
=== Mind Diving ===

Revision as of 14:22, 12 May 2008

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Main article: Powers (Action)

Control Emotions

Basic Action

Allows you to foster a desired emotion in any thinking being. The love spell is the most famous example of this type. You may also specify the object of the emotion, which need not be another thinking being. For example, you could inspire hatred of a truck or lust to own a jewel. Make an opposed Charm skill roll. If the Outcome exceeds the target's Mind, he cannot control his emotions, otherwise he is influenced but can master himself when needed. Any social interaction that uses the emotion gets a bonus equal to the power outcome; any interaction that works counter to it receives the same penalty.

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, so 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.

Suggestion

Basic Action

Allows you to impose your will on a subject. The difficulty is your target's Mind or Dodge. The subject will obey a single instruction, following its spirit as well as its letter. Instructions to which the target objects strongly require an Outcome equal to his Mind.

In an intense situation, such as combat, the instruction only lasts one shot per point of Outcome. Unless the Outcome matches the target’s Willpower, it will only cause the target to lose shots in confusion, not to actually do anything. Out of combat, it lasts about ten minutes per point of Outcome.

Posthypnotic suggestions (a -2 stunt) can lie dormant and activate at a later time.