Difference between revisions of "Fascination"

From City of Hope MUSH
Jump to navigation Jump to search
imported>WhoopingCrane
imported>WhoopingCrane
 
Line 16: Line 16:
 
** Blood bond does not provide immunity, but any demands contradicting the bond allow resisting with Willpower as above
 
** Blood bond does not provide immunity, but any demands contradicting the bond allow resisting with Willpower as above
 
* When someone else uses this path or similar powers, sorcerer rolls Wits + Fascination vs 7 to 9 (Storyteller's discretion); if they get at least as many successes, they detect the effect (+1 die on Willpower checks to resist, additional +1 per 2 extra successes)
 
* When someone else uses this path or similar powers, sorcerer rolls Wits + Fascination vs 7 to 9 (Storyteller's discretion); if they get at least as many successes, they detect the effect (+1 die on Willpower checks to resist, additional +1 per 2 extra successes)
 +
* Rituals: none
  
 
=Aspects=
 
=Aspects=

Latest revision as of 18:08, 22 July 2018


Basics

  • Roll: (Manipulation, Charisma, or Appearance) + Occult vs (3 + level)
  • Modifiers:
    • +1 difficulty for emotions other than attraction or interest
    • +1 difficulty if subject's Willpower is 5 or greater
  • Duration of casting: 1 turn (level 1-2) / 2 turns (level 3-4) / 3 turns (level 5-6). Each additional roll doubles total casting time.
  • Duration of effect: Determined by Duration aspect
  • Resistance:
    • Iron Will or similar = fully immune (except to a master, at Storyteller's discretion)
    • Target ordered to do something they normally wouldn't (e.g. kill a man, jump off a bridge) = resist with Willpower vs (4 + sorcerer's Fascination level)
    • Target has similar mind-influencing powers (e.g. Dominate, Presence, relevant psychic power, Mind sphere) = typically immune
    • Supernatural target can spend Gnosis, Glamour, etc. to cancel successes 1:1
    • Blood bond does not provide immunity, but any demands contradicting the bond allow resisting with Willpower as above
  • When someone else uses this path or similar powers, sorcerer rolls Wits + Fascination vs 7 to 9 (Storyteller's discretion); if they get at least as many successes, they detect the effect (+1 die on Willpower checks to resist, additional +1 per 2 extra successes)
  • Rituals: none

Aspects

See main Numina page for summary of aspect mechanics

Level of Influence Number Duration
Fav-fasc.gif Minor: In a crowd, you are noticed, and individuals will find you interesting. Add 1 die to your Social dice pools. One person A short while; a few minutes or so.
Fav-fasc.gifFav-fasc.gif Stirring: You aren't the center of the party, but you are being listened to. An individual will make it a point to hang out with you. Add 2 dice to your Social dice pools. Two people One scene
Fav-fasc.gifFav-fasc.gifFav-fasc.gif Life of the Party: Of course you threw this party, didn't you? A subject will go out of his way for you. Add 3 dice. A small group (less than 10) A day or two
Fav-fasc.gifFav-fasc.gifFav-fasc.gifFav-fasc.gif Major: You are throwing a party, aren't you? What you do, others pay attention to. Individuals will sacrifice quite a bit to earn your approval. Add 4 dice. A party of up to 50 people or so A couple of weeks
Fav-fasc.gifFav-fasc.gifFav-fasc.gifFav-fasc.gifFav-fasc.gif Trendsetter: If you jumped off a bridge, more than a few people would follow. Your influence is unmistakable. An individual will do almost anything you ask him to, even kill or die. Add 5 dice. A crowd of people: hundreds Several months
Fav-fasc.gifFav-fasc.gifFav-fasc.gifFav-fasc.gifFav-fasc.gifFav-fasc.gif Your influence is legendary, when you want it to be. An individual is utterly besmitten of you, a virtual (and possibly literal) slave, and willing to do anything you command. Add 6 dice to your Social dice pools. A stadium full of people: thousands Indefinitely