Speak Your Mind

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SUPREMACY

This Flair represents a gift for making people speak their minds. Avatars who have it normally corner a person who has information they want, strike up a conversation, direct that conversation toward the information in question, then pry it loose when it’s top of mind. Others confront victims who are surrounded by family, friends or coworkers, in order to make those victims admit damning information when it will do the most harm.

The Avatar’s player must spend a point of Divinity to activate the Flair, and the information must have legitimately come up in conversation. The Avatar cannot simply shout “J’accuse!” then use Speak Your Mind to force a random confession from a guilty person. (The declamatory French comes only after the Avatar uses Speak Your Mind effectively.)

Regardless, a victim still has a slim chance to catch himself before bringing disaster crashing down. The victim’s player rolls (Willpower + Integrity + Divinity) against a difficulty equal to (the Avatar’s SUPREMACY + 1). If this roll succeeds, the player may then spend a point of Willpower to avert the slip of the tongue.