Summon Mind (Action Powers)

From Action
Revision as of 15:41, 3 October 2012 by Starfox (talk | contribs) (→‎Bind Mind: polish)
Jump to navigation Jump to search
ActionT4 logo
Templates for Action
Main article: Powers (Action)

Bind Mind

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 also learn the target's True Name.

Conditioning

Finisher

You give the target a set of instructions, that he must live up to or suffer dire consequences. These instructions can be complex, like a code of honor or dedication to a cause. They can also be simple and direct if preferred. When the target stretches or comes close to breaking your instructions, he will lose focus and motivation, and lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, or they willfully break your instructions, they instead suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.

A Quest lasts until dispelled as a Curse. Note that the person under conditioning cannot himself strive to have it removed, or he will suffer from it's dire effects.

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.