User Tools

Site Tools


psychic_knacks

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision Both sides next revision
psychic_knacks [2014/02/12 06:35]
storyteller [Psychic Hand]
psychic_knacks [2014/02/20 22:09]
storyteller [System]
Line 18: Line 18:
  
 ==== 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 =====
psychic_knacks.txt · Last modified: 2021/12/04 00:39 (external edit)