Prof:Will: Difference between revisions
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|{{nowrap|Will 4}} |
|{{nowrap|Will 4}} |
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+ | {{Ability|Mind War| |
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− | {{Ritual|Support the Cause| |
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+ | You may choose to pay double the Stamina or Wound cost to resist a {{call|COMPEL}}. You may then immediately call the same {{call|COMPEL}} at any target within 10m..}} |
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− | You may attempt a {{gloss|ritual}} to cement a pre-existing goal in the mind of a willing {{gloss|participant}} This is a strength 4 {{gloss|effect}} and does not stack with itself. Your character is unwilling to act against the goal until the {{gloss|effect}} is removed. If they do, the {{gloss|effect}} becomes a strength 10 {{call|COMPEL}}. Adding {{gloss|participants}} will increase the duration of this {{gloss|effect}}. |
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− | If a {{call|COMPEL}} would force you to go directly against this goal, it will fail. For example, you could be prevented from attacking a target’s underling’s by a {{call|COMPEL}}, but not the enemy you swore to defeat. |
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− | Available Goals: |
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− | * Protect this character |
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− | * Reach this location |
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− | * Defeat this character |
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− | * Retrieve this item |
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− | Others at Ref discretion.}} |
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|{{nowrap|Will 5 {{locked}}}} |
|{{nowrap|Will 5 {{locked}}}} |
Revision as of 22:10, 13 October 2015
Faction Skill of the Builder Church
Skills marked with require a ref to use.
Skills marked with are currently unavailable and will require player action to be unlocked.
Profession Skills give you access to various support, investigation and enhancement abilities.
Your Faction gives you a discount on one of these skills.
A profession skill gives you access to all rituals and abilities described for that level of the skill.
Skill | Effect |
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Will 1 |
Ability - Inspire
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Will 2 |
Ritual - United, We Stand
Ritual - Abjuration
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Will 3 |
Ritual - Hear and Obey
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Will 4 |
Ability - Mind War
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Will 5 |
Ability - Commanding Presence
Ability - Dominate
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