Influence

Influence

INFLUENCE

This schtick allows the spellcaster to affect the emotions, thoughts, and sensory input of humans and other intelligent beings.

Influence Special Effects

Emotion Potions. Allows the sorcerer to create a potion that fosters a desired emotion in any thinking being who consumes it. The love potion is the most famous example of this type. The sorcerer may also specify the object of the emotion, which need not be another thinking being. For example, a potion could inspire hatred of a truck or lust to own a jewel. A sorcery check is made when the potion is created. When the potion is consumed, the Action Result is compared to the Difficulty which is the subject’s Chi or Magic rating. If the Action Result exceeds the Difficulty, the subject is affected for a number of days equal to the Outcome. On a Backlash, the sorcerer comes under the influence of the potion.

Enchantment. Allows the sorcerer to impose her will on a subject. The subject must be within earshot of the sorcerer: It is possible to work the spell through a telephone, prerecorded sound or videotape, or other long-distance communications methods.

The subject will obey a single instruction, following its spirit as well as its letter. Difficulty is based on the subject’s Chi, Magic, or Will rating, whichever is higher. Modifiers are added to the Difficulty based on how likely the subject would be to follow the instruction without magical influence. Instructions that he would follow anyway have no modifier; those he would be only mildly averse to fulfilling are +3. Instructions he would be actively unwilling to follow are +6; those he wouldn’t follow without extreme coercion are +9.

Instructions that the subject would sooner die than follow are +12. Instructing a mook character to attack one of his comrades usually falls into the “not without extreme coercion,” or +9, category. On a Backlash, the sorcerer becomes extremely susceptible to suggestion and must obey the next instruction he is given. The source of the suggestion might be a friend, an enemy, or even a billboard or TV commercial.

Illusions. Allows the sorcerer to send false sensory signals to a subject’s mind. The subject sees, hears, smells, feels or tastes something that isn’t there. The sorcerer must be within (3m x sorcerer’s current Magic rating) of the subject.

The nature of the illusion is entirely up to the sorcerer. Difficulty is the subject’s Chi or Magic rating, whichever is higher. Add +3 Difficulty for each sense after the first affected. Note that this spell alone does not make the subject particularly disposed to believe what his senses are telling him. For example, a sorcerer conjures up in the mind of a security guard an image of a smiling, felt-covered purple dinosaur toting a Heckler & Koch MP5.

The guard may well assume that he is hallucinating or that his eyes are otherwise deceiving him. Refusal to believe does not make the false sensory input go away, however; even a false image of Barney’s evil twin can be quite distracting in the midst of a gunfight. The illusion lasts for a number of shots equal to the Outcome of the Sorcery check.

On a Backlash, the sorcerer experiences the desired illusion.

Inspiration. Allows the sorcerer to plant a thought or idea in the mind of a subject. The sorcerer may be any distance from the subject, but must have either an intimate item owned by the subject or a former piece of his body, such as a lock of hair or fingernail. Difficulty equals the subject’s Chi or Magic rating, whichever is greater. Subject will think he had the idea himself, or interpret the message as a sending from the sorcerer, as the sorcerer desires. If the character thinks it’s his own thought, there is no guarantee that the subject will consider the idea to be a bright one or be in any way impelled to act out its instructions; this is not mind control.

On a Backlash, the sorcerer suffers a -1 penalty to his Mind rating for the next 8 hours. He will also be unable to sleep during this period.

Influence

Feng Shui: The Lost Island DJSchotte