Speak Your Mind: Difference between revisions

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;[[SUPREMACY]]
;[[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.
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Latest revision as of 14:40, 5 November 2019

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.