Calm/Disturb

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Calm/Disturb [Type]

Type - Full Round Action

Requirements - Cannot have used Calm/Disturb on a given target within the last 24 hours.

Cost - None

Range/Area - 30 feet, modified by Personal Range, must Perceive User

Duration - 10 minutes + Social Modifier of user per Reaction Level adjusted.

Effects - Character is able to temporarily adjust the Reaction of a target with Type.

The target makes a Will Save vs. Rods/Staves/Wands. On a Successful Save, nothing happens. On a Glancing Hit, their Reaction is moved two steps in a direction of the Character using Calm/Disturb's choice. If the Save fails, their Reaction is moved three steps.

The character using the ability may adjust the Reaction of the target to themselves, to their party or to everyone. If the Reaction is adjusted to everyone, decrease the amount of adjustment by one step. Thus a Ranger making a Glancing Hit on an angry bear (Hostile) could, on a Glancing Hit, convince the bear that the party is not a significant threat (Hostile -> Threatening -> Cautious). Meanwhile, if the Ranger encountered a guard dog and wanted them not to act on the orders of their owner (to whom they are Friendly), they would need to use it to adjust their reaction to Everyone - a Success would be needed to move them two steps (Hostile -> Threatening -> Cautious) to the party and to make them ignore their owner (Friendly -> Helpful - Indifferent).

If a value is listed, this is applied as a modifier to the Saving Throw; +1 means the opponent saves with a +1, -3 means the opponent saves with a -3 penalty.

Description - tba