Wednesday, April 6, 2016

New Superpower Feat and Talent Tree: Emotion Manipulation

Heroes and villains with the power to manipulate the emotions of their targets--inspiring courage, fear, or sorrow, to name a few--can be found in the pages of comics ranging from Nedor's Exciting Comics to Marvel's Uncanny X-Men. Now, you can bring characters like that to d20 System campaigns that use NUELOW Games' feats and talent tree-based superpowers system. (Click here to see the basics.)
   All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright 2016 by Steve Miller.


MINOR POWER FEAT: EMPATHY
You detect the surface emotions of any creature you can see that is in the power’s area.
   Benefit: As a full round action, you can focus your attention on a single creature within your line of sight. Roll a Willpower save (DC10). If the roll is successful, you know the target's exact emotional state--afraid, angry, hate-filled, curious, friendly, or any other emotion. The following round, you gain a +4 bonus to Bluff, Diplomacy, Intimidate, or Sense Motive checks you make directed at the target.
   Special: This feat serves a prerequisite for any talent from Superpower trees.





SUPERPOWER TALENT TREE: EMOTION MANIPULATION
The powers from this tree allows a character to sense and manipulate emotions in other beings. The creature must have a mind or be able to feel emotions in order to be a target of these powers.
   Master Manipulator: You can inherently sense the emotional state of beings you interact with. Gain a +4 bonus all Bluff, Diplomacy, Handle Animal, and Sense Motive skill checks.
   Prerequisite: Any Minor Power feat.
   Emotion Controller: Name a number of targets within 30 feet and your line of sight up to your Charisma bonus. As a full round action, you can either suppress or instill an emotion of your choosing (fear, anger, hate, curiosity, romantic attraction, and so on). The subjects of the emotion you wish to instill is also dictated by you instill the emotion. Targets may roll Willpower saves (DC15+your Charisma bonus) to avoid being affected by this ability. The emotion persists in the targets for a number of minutes equal to your Charisma bonus. If circumstances fuel the emotion further (such as anger toward someone who is already despised by the target prompting a physical fight that causes the target injury), the emotion can become indefinite.
   Prerequisite: Master Manipulator.
   Master Emotion Controller: As Emotion Controller, except the limit is line-of-sight, and you can instill different emotions in each specified target.
   Prerequisite: Emotion Controller
   Crippling Emotions: Name a number of targets within 30 feet and your line of sight up to your Charisma bonus. They must roll Will saves (DC15+your Charisma bonus) or be filled with an overwhelming sense of fear, sorrow, uncertainty, or some other negative emotion. If the Will save fails, the targets suffer a -6 penalty to all attack rolls and skill checks, The penalty is -3 if the save was successful. The penalty lasts for a number of rounds equal to 1d6+your Charisma bonus.
   Prerequisite: Emotion Controller.


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If you found this material interesting or useful, you can see the NUELOW Games d20 Superhero rules in action in our comics/rpg hybrid books like Madden's Boys, Master Key, and Wildfire (just to name a few).

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