Difference between revisions of "Power: Charm"

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Mental. Use the sig call: "Charm". The target takes a very favorable attitude towards you and will generally be disinclined to attack you. They will likely support your position when not counter their own, or do small things you ask. This effect ends after the duration passes or if you attack the target. If you have learned this power on one of your power trees, it may be used at no energy cost once every ten minutes.
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''Mental.'' Use the sig call: "Charm: You like me". The target should roleplay generally positive feelings towards the user, acquiescing to reasonable requests, defending them if attacked (so long as doing so does not put them in substantial danger) and supporting their goals when doing so does not run counter to the target’s own interests. The target is not unfailingly obedient and is not required to undertake substantial risks on behalf of the user. Charm breaks early if the user or her allies physically attacks the target. If you have learned this power on one of your power trees, it may be used at no energy cost once every ten minutes.<noinclude>[[Category:Powers]]</noinclude>

Latest revision as of 10:21, 14 September 2024

Mental. Use the sig call: "Charm: You like me". The target should roleplay generally positive feelings towards the user, acquiescing to reasonable requests, defending them if attacked (so long as doing so does not put them in substantial danger) and supporting their goals when doing so does not run counter to the target’s own interests. The target is not unfailingly obedient and is not required to undertake substantial risks on behalf of the user. Charm breaks early if the user or her allies physically attacks the target. If you have learned this power on one of your power trees, it may be used at no energy cost once every ten minutes.