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

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(Curse of Idiocy)
(Confusion rewritten, old effect modified and named Enrage)
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Basic Action
 
Basic Action
  
You make the target unable to distinguish friend from foe. Roll an opposed [[Impress (Action)|Impress]] check, on a success the target is temporarily confused, loses three shots, and makes an Basic Action attack against a random ally. On an outcome matching the target's [[Mind (Action)|Mind]] he is fully convinced friends are foes and foes are friends until the end of the scene, until these supposed friends attack or an interaction [[Setback (Action)|Setback]] convinces him otherwise.
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Make an [[Impress (Action)|Impress]] check against all targets in a diameter equal to your [[Mind (Action)|Mind]]. Those you succeed against act randomly on their next basic action. Those against whom you scored an Outcome matching their [[Mind (Action)|Mind]] act randomly on each of their shots until the end of the scene, until these supposed friends attack or an interaction [[Setback (Action)|Setback]] convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.
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Targets act randomly per this table.
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# Take a [[Actions_(Action)#Full_Move|Full Move]] in a random direction, picking a direction where he can use as much as possible of his movement.
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# Stand about babbling incoherently
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# Try to [[Summon_(Action_Powers_Technique)#Scare|Scare]] or [[Emote_(Action_Powers_Technique)#Distraction|Distract]] an ally - using the best skill in each case.
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# Attack nearest creature
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# Attack nearest ally
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# Act normally
  
 
=== Curse of Idiocy ===
 
=== Curse of Idiocy ===
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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]].
 
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]].
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=== Enrage ===
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Basic Action
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You make the target lash out in blind rage. Roll an opposed [[Impress (Action)|Impress]] check, on a success the target is temporarily enraged, loses three shots, and makes an Basic Action attack against a target of your choice. On an outcome matching the target's [[Mind (Action)|Mind]] you can continue to force him to do such attacks on each of his shots until the end of the scene, until attacked by you or your friends, or an interaction [[Setback (Action)|Setback]] convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.
  
 
=== Flower of Knowledge ===
 
=== Flower of Knowledge ===
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The tree of knowledge often bears bitter fruit. While this power can be very rewarding, it is often very dangerous also. After a while, minds created this way tend to adopt some of your negative personality traits and might become your bitter enemies, especially if you have many personality flaws or treat them badly.
 
The tree of knowledge often bears bitter fruit. While this power can be very rewarding, it is often very dangerous also. After a while, minds created this way tend to adopt some of your negative personality traits and might become your bitter enemies, especially if you have many personality flaws or treat them badly.
  
=== Mass Confusion ===
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=== Mass Enrage ===
 
Limit Break
 
Limit Break
  
As [[#Confusion|Confusion]], except it affects all enemies in an area with a diameter equal to your [[Mind (Action)|Mind]].
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As [[#Enrage|Enrage]], except it affects all enemies in an area with a diameter equal to your [[Mind (Action)|Mind]].

Revision as of 09:19, 14 November 2010

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Main article: Powers (Action)

Bind Mind

Trigger Action (Finisher)

This power only works on Folk. The target is not rendered unconscious by the triggering attack and restored to 1 hit remaining. He obeys your orders for the rest of the scene. At the end of the scene, you can renew the control as a Basic Action with an opposed Impress roll.

You can only keep one named creature or a number of unnamed creatures equal to your Mind bound at any one time by any combination of binding powers.

Confusion

Basic Action

Make an Impress check against all targets 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 shots until the end of the scene, until these supposed friends attack or an interaction Setback convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.

Targets act randomly per this table.

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

Curse of Idiocy

Trigger Action (Finisher)

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.

Enrage

Basic Action

You make the target lash out in blind rage. Roll an opposed Impress check, on a success the target is temporarily enraged, loses three shots, and makes an Basic Action attack against a target of your choice. On an outcome matching the target's Mind you can continue to force him to do such attacks on each of his shots until the end of the scene, until attacked by you or your friends, or an interaction Setback convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.

Flower of Knowledge

Trigger Action (Finisher)

You can create a flowering of intellect where there was none before. This can give reasoning powers to an object (creating any type of creature except Folk or an animal), or full sentience to a non-sentient creature. If used on a sentient, it creates a second personality, generating a mental disorder.

The newly created mind is shaped by you, and you can imbue it with part of your reasoning process and motivation. In general, it will start out friendly to you and sympathetic to your ideas, willing to perform whatever task you created it for. If created within another sentient being, it will be dominant for a time as the original personality is in shock, but after a day or so the two personalities will start to crash. Depending on how different they are from each other, this might be a conflict to the death over control and identity or they might merge almost seamlessly.

The tree of knowledge often bears bitter fruit. While this power can be very rewarding, it is often very dangerous also. After a while, minds created this way tend to adopt some of your negative personality traits and might become your bitter enemies, especially if you have many personality flaws or treat them badly.

Mass Enrage

Limit Break

As Enrage, except it affects all enemies in an area with a diameter equal to your Mind.