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

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This power only works on [[Folk (Action Creatures) | Folk]].
 
This power only works on [[Folk (Action Creatures) | Folk]].
 
 
  
 
=== Mind Inspiration ===
 
=== Mind Inspiration ===
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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.
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=== Mindspeech ===
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Stance
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You can communicate telepathically with the minds of other creatures within sight. Once this contact is established, you can maintain it over any distance. You can maintain this communication with a number of other creatures equal to your [[Mind (Action)|Mind]]. This is communicative telepathy only; targets must actively broadcast their thoughts. It can relay spoken messages and basic sensory experiences such as vision, scent etc., but not complex messages and deeper understanding is just as hard to explain telepathically.
  
 
=== Suggestion ===
 
=== Suggestion ===

Revision as of 14:19, 26 January 2010

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Templates for Action
Main article: Powers (Action)

Charm Person

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Folk.

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.

Mindspeech

Stance

You can communicate telepathically with the minds of other creatures within sight. Once this contact is established, you can maintain it over any distance. You can maintain this communication with a number of other creatures equal to your Mind. This is communicative telepathy only; targets must actively broadcast their thoughts. It can relay spoken messages and basic sensory experiences such as vision, scent etc., but not complex messages and deeper understanding is just as hard to explain telepathically.

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.