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

From Action
Jump to navigation Jump to search
m (→‎Confusion: continuing confusion)
m (→‎Confusion: no continuing effect)
Line 16: Line 16:
 
# Take a [[Actions_(Action)#Full_Move|Full Move]] in a random direction, turning to use as much as possible of his movement.
 
# Take a [[Actions_(Action)#Full_Move|Full Move]] in a random direction, turning to use as much as possible of his movement.
 
# Stand about babbling incoherently
 
# Stand about babbling incoherently
 +
# Attack nearest creature
 
# Try to [[Summon_(Action_Powers_Technique)#Scare|Scare]] or [[Emote_(Action_Powers_Technique)#Distraction|Distract]] an ally - using the best skill in each case.
 
# Try to [[Summon_(Action_Powers_Technique)#Scare|Scare]] or [[Emote_(Action_Powers_Technique)#Distraction|Distract]] an ally - using the best skill in each case.
# Attack nearest creature
 
 
# Attack nearest ally
 
# Attack nearest ally
 
If a creature attacked or interacted with in this way is also confused at the beginning of the current shot, that creature will automatically retaliate in the same manner on his next action - even if his confusion would then normally be over.
 
  
 
=== Cricket Voice ===
 
=== Cricket Voice ===

Revision as of 15:20, 15 March 2012

ActionT4 logo
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.

Confusion

Basic Action

Make an opposed Charm check against all hostile creatures in a diameter equal to your Mind. Those you succeed against act randomly on their next basic action. Those against whom you scored an Outcome matching their Mind act randomly on each of their basic action until the end of the scene or an interaction Setback convinces him otherwise. If attacked by one of your allies, the confusion breaks.

Targets act randomly per this table. The target still controls his own trigger actions, Fortune and so on.

  1. Act normally
  2. Take a Full Move in a random direction, turning to use as much as possible of his movement.
  3. Stand about babbling incoherently
  4. Attack nearest creature
  5. Try to Scare or Distract an ally - using the best skill in each case.
  6. Attack nearest ally

Cricket Voice

Trigger Action (Finisher)

You create a copy of your own mind in the subconscious of the subject; an alternate ego or conscience that can converse with the target and advice him, representing your ideals and giving advice and suggestions you would have given if you were there. The cricket voice can be very persuasive, using your Charm. If the target tries to ignore or shut out the voice completely, it can cause distractions, causing the victim to lose a Fortune point per infraction. The Cricket Voice is removed as if it was a Curse.

Mind Inspiration

Trigger 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

Basic Action

You can communicate telepathically with the minds of other creatures within sight. Once this contact is established, you can maintain it at a distance of up to a Mind kilometers. You can maintain this communication with a number of other creatures equal to your Mind and it is possible for you send certain messages only to certain members of the group. This is communicative telepathy only; targets must actively broadcast their thoughts and no mind reading is possible. Mindspeech can relay spoken messages and basic sensory experiences such as vision, scent etc., but complex subjects are 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.