~~NOTOC~~ //My boarding-school headmaster tried to enforce proper behavior via implanting subliminal messages into our reading primers, but I thwarted him by looking at sexy woodcut prints instead. And also by burning his house down.// To everyone else, combat is about destroying your enemy's body before they destroy yours. To a Mesmer, attacking the mind is equally important if not more so. The nature of mind control is such that it can very easily be turned to evil ends, but like all offensive abilities mesmerism is a tool that can be used for both wicked and noble purposes according to the will of its wielder. ^[[#Mesmer]] ^^Wield psychic power. | |{{fa>caret-right?24}} |[[#Convoke]] |Bring them in. | |{{fa>caret-right?24}} |[[#Domination]] |Assume direct control. | |{{fa>caret-right?24}} |[[#Enthrall]] |Charm them. | |{{fa>caret-right?24}} |[[#Fratricide]] |They harm each other more. | |{{fa>caret-right?24}} |[[#Scorn]] |Slay the weak-minded. | ^ ^^^ ====== Mesmer ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Brainwash:** As an action, you may inflict the Confused condition on any subject within throwing range (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Weaponized:** This ability suffers failure chances from cover, concealment, and size differences between yourself and your target just like weapon attacks do. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die when inflicting the Confused condition this way. If the result is 1-3, then doing so costs 1 Mojo. You cannot use this ability if you have no Mojo remaining. | ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Yellow Sign:** You know how to enhance your weapons with material antithetical to reason. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Confused condition to your target in addition to all of that attack's normal effects (damage, conditions, etc). \\ \\ {{fa>minus-circle?24&align=left}}**Monoelemental:** Your weapon attacks can only inflict a single elemental condition on a 10+ at a time. If you have levels in multiple elemental archetypes, you pick which condition your 10+ trigger die attacks inflict each time. | ^ ^^^ ^Condition ^^Explanation ^ |{{ra>reverse?32&align=left}} ^Confused |{{fa>minus-circle?18&align=left}} Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round. | ====== Convoke ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Come To Me:** When you inflict the Confused condition to a target, you also implant an irresistible urge to approach you. At the beginning of a confused subject's turn, they must take a movement action to approach you by as direct a route as possible. This happens to a subject regardless of whether Confused takes effect that turn for them. \\ \\ {{fa>minus-circle?24&align=left}}**Somnambulism:** The movement action induced by Convoke is a free action for its subject. The subject is not required to pass through obvious danger (off a cliff, through caltrops, etc) in order to approach you but will try to find the best way around that's available. | ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Mindbreaker:** When you kill a subject with any weapon attack and the trigger die is 12, you can choose for the subject to be mindbroken instead of killed. Mindbroken subjects survive with 1 Flesh and are permanently bound to you, following you everywhere and trying their best to do things that they think will please you. They are also clearly and irrevocably insane. The referee controls the actions of a mindbroken subject, and they could possibly be more trouble than they're worth. | ^ ^^^ ====== Domination ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Brain Puppet:** You can spend an action to force any target within 20 meters that currently has the Confused condition to take any single action of your choice (including dangerous or self-destructive ones like attacking their allies, moving into a dangerous location, or similar). \\ \\ {{fa>minus-circle?24&align=left}}**Fast Control:** The actions you force your target to make are free actions for them. They still get their normal amount of actions on their next turn that they can spend any way they wish (unless Confused procs on them, anyway). | ^ ^^^ ====== Enthrall ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Trust In Me:** When you inflict the Confused condition to a subject, they briefly forget that you are an enemy. Until the beginning of your next turn, the subject has a special failure chance of 12 with all attacks made against you. | ^ ^^^ ^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Charm Person:** When you inflict the Confused condition to a target, you can choose to charm them longer-term. The target treats you (and only you, not necessarily your allies) as a trusted friend until the end of the current exploration turn, effectively changing their attitude to Welcoming. \\ \\ {{fa>minus-circle?24&align=left}}**Charm Cost:** Charming a target in this way costs 1 Mojo in addition to any other costs. \\ \\ {{fa>minus-circle?24&align=left}}**Fragile Peace:** If you make any kind of offensive action against a charmed target (or obviously allow an ally to do the same) the effect is immediately broken and the subject remembers what you really are. | ^ ^^^ ====== Fratricide ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Claudius:** Creatures currently suffering from the Confused condition that you inflicted on them deal +2 damage with all weapon attacks against themselves or any of their allies. | ^ ^^^ ====== Scorn ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Superior Brains:** You find it easier to overload minds that are less sophisticated. All your weapon attacks deal +2 damage to creatures with the Simple weakness (this includes most animals and anything else in your campaign world that lacks sapience, such as possibly robots, zombies, golems, slimes, or what have you). \\ \\ {{fa>plus-circle?24&align=left}}**Undeniable Power:** This effect even works against creatures with the Simple weakness that are also immune to the Confused condition for whatever reason. They may not be manipulable, but they are still as nothing before you. | ^ ^^^