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psychic_knacks [2014/02/06 22:28] storyteller [Level Three Psychic Knocks] |
psychic_knacks [2014/02/24 18:48] storyteller [Perfect Translation] |
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===== Psychic Knack Descriptions ===== | ===== Psychic Knack Descriptions ===== | ||
- | Theoreticians generally place psychic powers in one of three categories, determined by the extent of the powers measurable effects on the physical world or the mental equilibrium of test subjects. Level one psychic Knacks are usually sensory in nature or have no discemable capacity to inflict physical injury or psychological trauma on a healthy adult human. Level two Knacks have measurable physical manifestations (temperature, Pressure and so fwth) °' ca"affect a subject’s mental processes enough for a psychia- subject has no particular feelings about or actively wants Ltrist to record a measurable behavioral change. Level three to reveal but can't, one success is enough. lf it's some Knacks generally have the potential to cause lethal injury thing the subject wants to avoid discussing but isn’t paror permanent psychological changes. ticularly afraid of saying, two successes will retrieve it. | + | Theoreticians generally place psychic powers in one of three categories, determined by the extent of the powers measurable effects on the physical world or the mental equilibrium of test subjects. Level one psychic Knacks are usually sensory in nature or have no discernible capacity to inflict physical injury or psychological trauma on a healthy adult human. Level two Knacks have measurable physical manifestations (temperature, pressure and so forth) °' ca"affect a subject’s mental processes enough for a psychia- subject has no particular feelings about or actively wants Ltrist to record a measurable behavioral change. Level three to reveal but can't, one success is enough. If it's some Knacks generally have the potential to cause lethal injury thing the subject wants to avoid discussing but isn’t paror permanent psychological changes. ticularly afraid of saying, two successes will retrieve it. |
- | These three classes are general niles of thumb, not Emotionally sensitive topics or oath-bound secrets re- | + | These three classes are general rules of thumb, not emotionally sensitive topics or oath-bound secrets re- |
- | ironclad niles. Some potentially lethal physical powers quire three successes. Things that the character actively have limiting factors that place them in level two due to fears revealing require four successes. lf the secret will reduced danger, and exceptionally strong sensory abili- get the subject killed or ruin his life if it comes out, the ties may be rated as level two or even level three due to player needs five successes, and the mesmerist had best their range, scope or invasive nature. ln short, the three be prepared to guard his newfound knowledge carefully. classes are a mechanic for game balance that also has a convenient reflection in the world of Adventure. | + | ironclad niles. Some potentially lethal physical powers require three successes. Things that the character actively have limiting factors that place them in level two due to fears revealing require four successes. If the secret will reduced danger, and exceptionally strong sensory abili- get the subject killed or ruin his life if it comes out, the ties may be rated as level two or even level three due to player needs five successes, and the mesmerist had best their range, scope or invasive nature. In short, the three be prepared to guard his newfound knowledge carefully. classes are a mechanic for game balance that also has a convenient reflection in the world of Adventure. |
These powers are not hierarchical; a character does not have to buy a level one Knack before purchasing a level two power. | These powers are not hierarchical; a character does not have to buy a level one Knack before purchasing a level two power. | ||
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==== System ==== | ==== System ==== | ||
- | The mesmerist must engage the subject in | + | The mesmerist must engage the subject in conversation, and the discussion must at least tangentially touch on the subject about which the character wants to know. The player specifies the information for which she wants to dredge and rolls [[social_attributes|Charisma]]+[[empathy|Empathy]]. If the subject is aware that the character is trying to get something specific out of him (Storyteller's discretion or a contested [[social_attributes|Manipulation]]+[[subterfuge|Subterfuge]] roll), he may try to resist the effort by thinking of other things (nursery rhymes, snatches of popular song, vulgarities directed at the mesmerist). The mesmerist’s attempt then becomes a resisted action against the subject's player, who rolls [[willpower|Willpower]]. Any successes the defender gets subtracts from the character’s ability to penetrate his mind. |
- | conversation, and the discussion must at least tangen- | + | |
- | tially touch on the subject about which the character | + | |
- | wants to know. The player specifies the information for | + | |
- | which she wants to dredge and rolls Rapport. If the sub- | + | |
- | ject is aware that the character is trying to get some- | + | |
- | thing specific out of him (Storyteller's discretion or a | + | |
- | contested Subterfuge roll), he may try to resist the ef- | + | |
- | fort by thinking of other things (nursery rhymes, snatches | + | |
- | of popular song, vulgarities directed at the mesmerist). | + | |
- | The mesmerist’s attempt then becomes a resisted action | + | |
- | against the subject's player, who rolls Willpower. Any | + | |
- | successes the defender gets subtracts from the | + | |
- | character’s ability to penetrate his mind. | + | |
- | The degree of success required depends on how | + | |
- | closely held the information is. if it’s something that the | + | |
- | Failure reveals nothing useful, while a botch may give the | + | The degree of success required depends on how closely held the information is. If it’s something that the subject has no particular feelings about or actively wants to reveal, but can't, one success is enough. If it's something the subject wants to avoid discussing but isn't particularly afraid of saying, two successes will retrieve it. Emotionally sensitive topics or oath-bound secrets require three successes. Things that the character actively fears revealing requires four successes. If the topic will get the subject killed or ruin his life if it comes out, it requires five successes, and the mesmerist had best be prepared to guard his new found knowledge carefully. Failure reveals nothing useful, while a botch may give the mesmerist incorrect or contradictory details. |
- | mesmerist incorrect or contradictory details. | + | |
- | This Knack requires some degree of successful com- | + | This Knack requires some degree of successful communication between the participants. Also, if the target knows nothing about what the mesmerist is digging for, no amount of successes will offer up useful information. |
- | munication between the participants. Also, if the target | + | |
- | knows nothing about what the mesmerist is digging for, no | + | |
- | amount of successes will offer up useful information. | + | |
===== Command Voice ===== | ===== Command Voice ===== | ||
- | "Since l'ni unarmed, perhaps you should all toss | + | |
- | your firearms over here; even things out, don ’t you | + | |
- | know. " | + | |
Many drill sergeants believe the perfect soldier is one | Many drill sergeants believe the perfect soldier is one | ||
whose brain is not connected in the usual manner. Orders | whose brain is not connected in the usual manner. Orders | ||
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===== Perfect Translation ===== | ===== Perfect Translation ===== | ||
- | "Actually. lbelieve he said five hundred dollars. “ | + | You have minor facility with telepathy. While you cannot probe another mind, you can touch the parts of consciousness that control communication. With sufficient concentration, you can understand the meanings and concepts behind virtually any form of spoken or gesture-based communication. |
- | You have minor facility with telepathy. While you | + | |
- | cannot probe another mind, you can touch the parts of | + | |
- | consciousness that control communication. With suffi- | + | |
- | cient concentration, you can understand the meanings | + | |
- | and concepts behind virtually any form of spoken or ges- | + | |
- | ture-based communication. | + | |
==== System ==== | ==== System ==== | ||
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targets that would otherwise not understand her. | targets that would otherwise not understand her. | ||
- | ===== Psychic Hand ===== | + | =====Psychic Hand===== |
- | “With the proper focus, I should be able to pull | + | You can exert low levels of raw telekinetic force. You do not have the control necessary for fine manipulation and lack significant strength. Still, you can press, grasp, or turn small objects with the power of your mind. In a similar vein, you can use the Psychic Hand to deflect attacks! The Psychic Hand is invisible unless you choose for it to become visible, in which case it appears as a ghostly shimmer in the air. |
- | down that ladder and give us a way out of here like... so!” | + | |
- | You can exert low levels of raw telekinetic force. | + | |
- | You do not have the control necessary for fine manipula- | + | |
- | tion and lack significant strength. Still, you can press. | + | |
- | grasp or tum small objects with the power of your mind. | + | |
- | in a similar vein, you can use the Psychic Hand to deflect | + | |
- | attacks! The Psychic Hand is invisible unless you choose | + | |
- | for it to become visible, in which case it appears as a | + | |
- | ghostly shimmer in the air. | + | |
==== System ==== | ==== System ==== | ||
- | Psychic Hand lasts for a number of turns | + | Psychic Hand lasts for a number of [[time|turns]] equal to the successes gained from an [[physical_attributes|Stamina]]+[[Intuition]] roll. Alternately, the player may spend one [[inspiration]] to activate the [[knacks|Knack]] for the scene. While in effect, the mesmerist can move it anywhere within a radius equal to 20 meters per point of the character's inspiration. The player declares which application of Psychic Hand he wants each time he uses it: a manipulating “hand” or a protective shield. Only one may be active at any time. |
- | equal to the successes gained from an Endurance roll. | + | |
- | Altemately, the player may spend one inspiration to ac- | + | |
- | tivate the Knack for the scene. While in effect, the mes- | + | |
- | merist can move it anywhere within a radius equal to Z0 | + | |
- | meters per point of the character's inspiration. The player | + | |
- | declares which application of Psychic Hand he wants each | + | |
- | time he uses it: a manipulating “hand” or a protective | + | |
- | shield. Only one may be active at any time. | + | |
- | The "hand" can exert a maximum force of twice | + | |
- | the character’s Willpower in kilogram-meters per turn. | + | |
- | So, a character with Willpower 7 can exert l4 kilogram- | + | |
- | meters per tum: moving a one-kilogram object l4 meters | + | |
- | or a 7-kilogram object two meters or so forth. it grasps | + | |
- | like a nomial human hand encased in a mitten but has no | + | |
- | capacity for fine manipulation. Likewise, it has no lever- | + | |
- | age or speed to generate any sort of attack. if a situation | + | |
- | demands resolution by the numbers, assume the Psychic | + | |
- | Hand has one point each in Strength and Dexterity. | + | |
- | The shield spreads the psychic force into flat bar- | + | |
- | rier roughly one meter wide by two meters tall. Being | + | |
- | focused psychic force, it is not impenetrable, but it can | + | |
- | slow or deflect attacks. This shield provides bashing and | + | |
- | lethal soak equal to the mesmerist’s Reflective facet. it | + | |
- | can be placed between any attacker and defender within | + | |
- | the Knack's effect range. Unlike normal soak (see p. ZOO), | + | |
- | if the shield reduces an attack's damage effect to zero, | + | |
- | the defender takes no damage! | + | |
- | Example: Doctorlorbo 's men have locked Dirk (Wil- | + | |
- | power 6, Stamina 3, Reflective facet 4) away in a cell Dirk | + | |
- | decides to lift the pistol from the holster of his snoozing | + | |
- | guard and bargain for his escape with bullets. The pistol | + | |
- | weighs about one and a half kilograms, so Dirk can move it | + | |
- | up to eight meters in one turn (llkilogram-meters divided | + | |
- | by 1.5 kilograms). As his cell door is only five meters from | + | |
- | the guard, he can snatch the weapon in a single turn. | + | |
- | Later in his escape, another guard pops up. Dirk | + | |
- | throws the Psychic Hand between them, giving him a to- | + | |
- | tal 7/4 soak. The guard fires his pistol, getting three dice | + | |
- | on the damage effect — and drops his jaw in surprise | + | |
- | as his bu/let ricochets off the very air! | + | |
+ | The "hand" can exert a maximum force of twice the character’s [[Willpower]] in kilogram-meters per turn. So, a character with Willpower 7 can exert 14 kilogram-meters per turn: moving a one-kilogram object l4 meters or a 7 kilogram object two meters or so forth. it grasps like a normal human hand encased in a mitten but has no capacity for fine manipulation. Likewise, it has no leverage or speed to generate any sort of attack. If a situation demands resolution by the numbers, assume the Psychic Hand has one point each in [[physical_attributes|Strength]] and [[physical_attributes|Dexterity]]. | ||
+ | |||
+ | The shield spreads the psychic force into flat barrier roughly one meter wide by two meters tall. Being focused psychic force, it is not impenetrable, but it can slow or deflect attacks. This shield provides bashing and lethal soak equal to the mesmerist’s Reflective facet. it can be placed between any attacker and defender within the Knack's effect range. Unlike normal soak, if the shield reduces an attack's damage effect to zero, the defender takes no damage! | ||
===== Scientific Prodigy ===== | ===== Scientific Prodigy ===== | ||
- | “Gentlemen, I've just had an epiphany! " | + | |
- | You plumb the depths ofscientific theory, con- | + | You plumb the depths of scientific theory, constantly pushing the boundaries. However, you don't go it alone — indeed, you psychically draw upon the knowledge and creativity of the colleagues and assistants you work with! Even individuals who have no formal scientific training may be of great benefit in such an effort, for you can draw on any related knowledge they may have, no matter how little they may be consciously aware of it. Depending on your personal inclinations, you may or may not give your research team the credit it deserves. |
- | stantly pushing the bouridafies. However, you don't go it | + | |
- | alone — indeed, you psychically draw upon the knowl- | + | |
- | edge and creativity of the colleagues and assistants you | + | |
- | woHn with! Even individuals who have no formal scien- | + | |
- | tific training may be of great benefit in such an effort, | + | |
- | for you can draw on any related knowledge they may have, | + | |
- | no matter how little they may be consciously aware of it. | + | |
- | Depending on your personal inclinations, you may or may | + | |
- | not give your research team the credit it deserves. | + | |
==== System ==== | ==== System ==== | ||
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success gives the direction and distance to the charactef | success gives the direction and distance to the charactef | ||
r-i.nui=i.| 1-1u;ii:i | r-i.nui=i.| 1-1u;ii:i | ||
+ | ==== System ==== | ||
====== Level Two Psychic Knacks ====== | ====== Level Two Psychic Knacks ====== | ||
===== Brainstorm ===== | ===== Brainstorm ===== | ||
- | my mingpii dare defy me?Fall before the very power of | + | |
Knackflne of the less common and more feared telepathic | Knackflne of the less common and more feared telepathic | ||
“om s.|as a ‘plaster of Brainstomi you are capable of | “om s.|as a ‘plaster of Brainstomi you are capable of | ||
Line 254: | Line 173: | ||
===== Thermal Manipulation ===== | ===== Thermal Manipulation ===== | ||
- | l-H1. You dthirikAnta'ctica wouldbecoldei-.... Wiat?" | + | |
Y°“" gifts!’ °l so-called psychokinetic teohniques may | Y°“" gifts!’ °l so-called psychokinetic teohniques may | ||
not be sufficient to ignite fires or freeze the air but you | not be sufficient to ignite fires or freeze the air but you | ||
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===== Evil Eye ===== | ===== Evil Eye ===== | ||
- | “ll/lay your ancestors visit a curse upon you! ” | + | |
_ _ This Knack is particularly difficult for psychk (hm. | _ _ This Knack is particularly difficult for psychk (hm. | ||
reticians to document because many of its most poweifi I | reticians to document because many of its most poweifi I | ||
- | practitioners do not believe they’re using psychic power-5, | + | practitioners do not believe they’re using psychic power-5, You may see this Knack as a means of reducing a subject's |
- | + | ||
- | You may see this Knack as a means of reducing a subject's | + | |
basic self-confidence, or you may believe that you have | basic self-confidence, or you may believe that you have | ||
the power to place a curse on your victims! Whatever your | the power to place a curse on your victims! Whatever your | ||
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===== Flame/Frost Conjuration ===== | ===== Flame/Frost Conjuration ===== | ||
- | "lgiite a fire with the power ofyourmind? impossible!" | + | |
This Knack covers two similar yet distinct talents | This Knack covers two similar yet distinct talents | ||
derived from the power of the mind. Flame Conjuration | derived from the power of the mind. Flame Conjuration | ||
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===== Hypnotic Presence ===== | ===== Hypnotic Presence ===== | ||
- | You are falling under my spell | + | |
With but the slightest effort of your will you can | With but the slightest effort of your will you can | ||
place most individuals into a light hypnotic trance. While | place most individuals into a light hypnotic trance. While | ||
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===== Inspirational Aura ===== | ===== Inspirational Aura ===== | ||
- | “Once more unto the breach! " | + | |
You ‘have discovered one of the keys to maintaining | You ‘have discovered one of the keys to maintaining | ||
the cohesion of a group in the face of even the most ex- | the cohesion of a group in the face of even the most ex- | ||
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===== Teledigitation ===== | ===== Teledigitation ===== | ||
- | “lt was horrifying! These... these ghostly hands apn- | + | |
- | peared and plucked the necklace from about m throat! | + | |
Teledigitation is the Knack that mgst informepj | Teledigitation is the Knack that mgst informepj | ||
people think of when they hear the word t9lEl(ll‘I8SlS: | people think of when they hear the word t9lEl(ll‘I8SlS: | ||
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===== Psychic Control ===== | ===== Psychic Control ===== | ||
- | This Knack is among the most feared mesmerist | + | This Knack is among the most feared mesmerist powers. Having the ability to twist another's mind makes others rather nervous, so you're likely to find even close friends distancing themselves from you when they discover what you can do. Conversely, governments and private groups alike may well take an unhealthy interest in you — a nation with a pet mind-controller has an important new pawn in the game of global politics. |
- | powers. Having the ability to twist another's mind makes | + | |
- | others rather nervous, so you're likely to find even close | + | |
- | friends distancing themselves from you when they dis- | + | |
- | cover what you can do. Conversely, govemments and pri- | + | |
- | vat_e groups alike may well take an unhealthy interest in | + | |
- | you — a nation with a pet mind-controller has an im- | + | |
- | portant new pawn in the game of global politics. | + | |
==== System ==== | ==== System ==== | ||
- | The target must be within a range equal to | + | The target must be within a range equal to 10 meters times the mesmerist's [[mental_attributes|Perception]] score, and the character must concentrate for a number of minutes equal to the successes needed (see below). The mesmerist’s player spends an [[Inspiration]] point and a [[Willpower]] point and rolls [[social_attributes|Charisma]]+[[Leadership]] in a resisted action against the subject's player, who rolls Willpower. Any successes the defender gets subtract from the mesmerist's ability to alter his mind. The mesmerist may spend additional Inspiration for successes on a one-for-one basis. The degree of change to the target's memory depends on the final successes achieved. One success allows trivial changes (he can't remember his home address, he thinks the character has a different name); three successes applies major alterations (he forgets where he works, he believes he was married to a woman who never existed); five successes creates extensive — even disastrous — changes (he forgets to breathe, he remembers being born in Atlantis five centuries ago). The mesmerist must decide her intended memory alteration prior to the attempt; if she doesn't get enough successes, the change has reduced intensity. The target may also “buy down” the intensity by spending one Willpower point immediately after the resisted action, modifying the alteration appropriately. The Storyteller may make the resisted roll himself to keep the resolution in doubt and has final say on suitable modifications to the original intent. Psychic Control can also be used to restore a subject's memories that were changed by some other use of this Knack (certain spies have been placed in deep cover using this very method). |
- | IO meters times the mesmerist's Perception score, and | + | |
- | the character must concentrate for a number of minutes | + | |
- | equal to the successes needed (see below). The | + | |
- | mesmerist’s player spends an lnspiration point and a Will- | + | |
- | power point and rolls Command in a resisted action against | + | |
- | the subject's player, who rolls Willpower. Any successes | + | |
- | the defender gets subtract from the mesmerist's ability | + | |
- | to alter his mind. The mesmerist may spend additional | + | |
- | lnspiration for successes on a one-for-one basis. | + | |
- | The degree of change to the target's memory de- | + | |
- | pends on the final successes achieved. One success al- | + | |
- | lows trivial changes (he can't remember his home address, | + | |
- | he thinks the character has a different name); three suc- | + | |
- | cesses applies major alterations (he forgets where he | + | |
- | works, he believes he was married to a woman who never | + | |
- | existed); five successes creates extensive — even di- | + | |
- | sastrous — changes (he forgets to breathe, he remem- | + | |
- | bers being bom in Atlantis five centuries ago). | + | |
- | The mesmerist must decide her intended memory | + | |
- | alteration prior to the attempt; if she doesn't get enough | + | |
- | successes, the change has reduced intensity. The target | + | |
- | may also “buy down” the intensity by spending one Will- | + | |
- | power point immediately after the resisted action, modi- | + | |
- | fying the alteration appropriately. The Storyteller may | + | |
- | make the resisted roll himself to keep the resolution in | + | |
- | doubt and has final say on suitable modifications to the | + | |
- | original intent. Psychic Control can also be used to re- | + | |
- | store a subject's memories that were changed by some | + | |
- | other use of this Knack (certain spies have been placed | + | |
- | in deep cover using this very method). | + | |
- | + | ||
- | Example: Count Nil wants Ace Borgstrom to forget ‘ | + | |
- | he was ever engaged. The Storyteller says this requires VI | + | |
- | l,three successes, but after the resisted action the dastardh | + | |
- | Count has only two successes. The Storyteller decides Ace | + | |
- | knows he's engaged — he's just not sure who it's to! | + | |
===== Psychic Synergy ===== | ===== Psychic Synergy ===== | ||
- | + | You can coordinate the actions of your underlings so well that they seem to share a single brain. Whether through singular leadership, telepathic communication or some sort of hive consciousness, you can direct your followers' behavior to lead to the most efficient outcome. | |
- | You can coordinate the actions of your underlings | + | |
- | so well that they seem to share a single biain. Whether | + | |
- | through singular leadership, telepathic communication or | + | |
- | some sort of hive consciousness, you can direct your fol- | + | |
- | lowers' behavior to lead to the most efficient outcome. | + | |
==== System ==== | ==== System ==== | ||
- | The player spends an lnspiration point and | + | The player spends an [[Inspiration]] point and rolls [[mental_attributes|Charisma]]+[[Leadership]] at standard difficulty. If successful, those loyal to the character may engage in complex tasks without the need for communication. The subjects need not be in the immediate vicinity, but the character must know exactly who he wants to communicate with. The number of successes indicates the scale of communication. One success allows for coordinating with up to a half-dozen people, three successes is sufficient to direct over a score of subjects, and five successes allows for directing at least 100 individuals — all without the need for radios or a chain of command! In addition, anyone affected by this [[knacks|Knack]] may also add their leader's [[Reflective]] facet to their dice pools for the rest of the scene. Finally, everyone affected by this Knack acts on the Initiative turn indicated by the highest roll within the group. |
- | rolls Cofrknd at standard difficulty. If successful, those | + | |
- | loyal to the character may ehgage in complex tasks with- | + | |
- | out the need for communication. The subjects need not | + | |
- | be in the immediate vicinity, but the character must know | + | |
- | exactly who he wants to communicate with. The number | + | |
- | of successes indicates the scale of communication. One | + | |
- | success allows for coordinating with up to a half-dozen | + | |
- | people, three successes is sufficient to direct over a score | + | |
- | ofsubjects, and five successes allows fordirecting at least | + | |
- | lO0 individuals — all without the need for radios or a | + | |
- | chain of command! ln addition, anyone affected by this | + | |
- | Knack may also add their leader's Reflective facet to their | + | |
- | dice pools for the rest of the scene. Finally. everyone af- | + | |
- | fected by this Knack acts on the lnitiative turn indicated | + | |
- | by the highest roll within the group. | + | |
===== Sleight Of Will ===== | ===== Sleight Of Will ===== | ||
- | + | This is arguably one of the most powerful Knacks in existence, though it is also one of the rarest. With this power, you can move small objects with naught but an instant of concentration and a bit of creative visualization. While telekinetic powers can achieve similar effects, Sleight of Will is unique in that the objects it acts upon do not move through the intervening space! They simply vanish from one point and appear at another with no visible motion or expenditure of energy save for a slight twinkle. To date, no mesmerist skilled in Sleight of Will has been able to move a person in this fashion (though rumors persist of particularly powerful mesmerists who can apport themselves...). " | |
- | This is arguably one of the most powerful Knacks | + | |
- | in existence, though it is also one of the rarest. With this | + | |
- | power, you can move small objects with naught but an | + | |
- | instant of concentration and a bit of creative visualiza- | + | |
- | tion. While telekinetic powers can achieve similar effects, | + | |
- | Sleight of Will is unique in that the objects it acts upon | + | |
- | do not move through the intervening space! They simply | + | |
- | vanish from one point and appear at another with no vis- | + | |
- | ible motion or expenditure of energy save for a slight | + | |
- | twinkle. To date, no mesmerist skilled in Sleight of Will | + | |
- | has been able to move a person in this fashion (though | + | |
- | rumors persist of particularly powerful mesmerists who | + | |
- | can apport themselves...). " | + | |
==== System ==== | ==== System ==== | ||
- | : The mesmerist can move an object with a | + | The mesmerist can move an object with a maximum weight equal to her [[Reflective]] facet in kilograms between any two points that she can sense within a radius of 20 times her [[mental_attributes|Perception]] in meters. The two points may be anywhere within this radius, as long as she can see or feel both of them. Other [[Knacks]] that allow remote sensing count for these purposes. To move an object, the player spends an [[Inspiration]] point and makes a cross-matched ([[physical_attributes|Stamina]]+[[Intuition]]) roll. One success is sufficient to move the object. If the player scores three or more successes. use of Sleight of Will does not count as the character's action for this turn — so, with enough successes, this Knack could move a weapon into the character’s hand in an instantaneous fast-draw If the mesmerist tries to move an object out of contact with another character‘ the player must defeat the target’s player in a resisted [[Willpower]] roll. (“Out of contact" means anything the target holds or has upon his person.) Objects moved with Sleight of Will retain all of their physical and chemical properties, though the mesmerist may change their orientation as she sees fit. In practice‘ this means a falling object continues to fall after being moved with this [[knacks|Knack]], but the mesmerist may choose for the object to reappear falling upward (though gravity will soon reverse its course). Objects moving too fast to track with the naked eye may not be affected with this Knack, which makes it useless for deflecting bullets — though it is quite effective at reversing the courses of thrown objects (such attempts are subject to the rules for hitting moving targets). If the character wants to change a moving object's course to target a specific individual, the player makes an [[mental_attributes|Perception]]+[[Alertness]] roll at +1 difficulty that counts as an attack roll. |
- | maximum weight equal to her Reflective facet in kilo- | + | |
- | grams between any two points that she can sense within | + | |
- | a radius of Z0 times her Perception in meters. The two | + | |
- | points may be anywhere witltin this radius, as long as she | + | |
- | can see or feel both of them. Other Knacks that allow | + | |
- | remote sensing count for these purposes. To move an | + | |
- | object, the player spends an lnspiration point and makes | + | |
- | a cross-matched (Stamina + Awareness) roll. One suc- | + | |
- | cess is sufficient to move the object. lf the player scores | + | |
- | + | ||
- | three or more successes. use of Sleight of Will does not | + | |
- | count as the character's action for this tum — so, with | + | |
- | enough successes, this Knack could move a weapon into | + | |
- | the character’s hand in an instantaneous fast-drawl | + | |
- | lf the mesmerist tries to move an object out of con- | + | |
- | tact with another character‘ the player must defeat the | + | |
- | target’s player in a resisted Willpower roll. (“Out of con- | + | |
- | tact" means anything the target holds or has upon his | + | |
- | person.) Objects moved with Sleight of Will retain all of | + | |
- | their physical and chemical properties, though the mes- | + | |
- | merist may change their orientation as she sees fit. ln | + | |
- | practice‘ this means a falling object continues to fall af- | + | |
- | ter being moved with this Knack, but the mesmerist may | + | |
- | choose for the object to reappear falling upward(though | + | |
- | gravity will soon reverse its course). Objects moving too | + | |
- | fast to track with the naked eye may not be affected with | + | |
- | this Knack, which makes it useless for deflecting bullets | + | |
- | — though it is quite effective at reversing the courses | + | |
- | of thrown objects (such attempts are subject to the niles | + | |
- | for hitting moving targets; see p. Z01). lf the character | + | |
- | wants to change a moving object's course to target a spe- | + | |
- | cific individual, the player makes an Awareness roll at +1 | + | |
- | difficulty that counts as an attack roll. | + | |
===== Touch of Life ===== | ===== Touch of Life ===== | ||
- | + | Many observers consider you to be touched by God — or to be a pawn of the Devil. You can exert your will to heal virtually any injury, bringing your comrades back from the gates of death As long as even the barest spark of life remains in your subject, you can knit broken bones and seal torn flesh with your very will. | |
- | Many observers consider you to be touched by God | + | |
- | — or to be a pawn of the Devil. You can exert your will | + | |
- | to heal virtually any injury, bringing your comrades back | + | |
- | from the gates of deathl As long as even the barest spark | + | |
- | of life remains in your subject, you can knit broken bones | + | |
- | and seal torn flesh with your very will. | + | |
==== System ==== | ==== System ==== | ||
- | : The character touches the subject and | + | The character touches the subject and spends a minute in concentration‘ The player spends an [[Inspiration]] point and rolls [[mental_attributes|Intelligence]]+[[Medicine]]; each success heals one level of bashing or lethal damage. For each patient, the mesmerist can heal up to twice her [[Reflective]] facet in bashing health levels and equal to her [[Reflective]] facet in lethal health levels. The player may allocate the successes to the subject as she sees fit. Even if the player fails the roll, the subject is stabilized and suffers no further blood loss or other worsening of condition. A botch, however, inflicts one additional level of bashing damage on the patient. No subject may benefit from this power more times in 24 hours than he has points of [[physical_attributes|Stamina]]. |
- | spends a minute in concentration‘ The player spends an | + | |
- | Inspiration point and rolls Medicine; each success heals | + | |
- | one level of bashing or lethal damage. For each patient, | + | |
- | the mesmerist can heal up to twice her Reflective facet | + | |
- | in bashing health levels and equal to her Reflective facet | + | |
- | in lethal health levels. The player may allocate the suc- | + | |
- | cesses to the subject as she sees fit. Even if the player | + | |
- | fails the roll, the subject is stabilized and suffers no fur- | + | |
- | ther blood loss or other worsening of condition. A botch, | + | |
- | however, inflicts one additional level of bashing damage | + | |
- | on the patient. No subject may benefit from this power | + | |
- | more times in Z4 hours than he has points of Stamina. | + | |
{{tag>sys}} | {{tag>sys}} | ||
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