Difference between revisions of "Taunt (Power)"

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m (Ian moved page Taunt to Taunt (Power))
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  | Description  = After insulting the target, activate this power. For the duration of the power, the target must attempt to attack the caster to the best of her ability, provided she can see where the caster is. This power ends if the caster falls to the ground.
 
  | Description  = After insulting the target, activate this power. For the duration of the power, the target must attempt to attack the caster to the best of her ability, provided she can see where the caster is. This power ends if the caster falls to the ground.
 
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{{Template:RulesDEF_Mental}}
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==FAQ==
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| Question = How does [[Taunt]] interact with [[Hero%27s_Stand_(Power)|Hero’s Stand]]? Do [[Core_Rules#Ranged_Weapons|ranged]], [[Core_Rules#Mental_Attack|mental]], or [[Core_Rules#Status_Attack|status]] attacks also fulfill the requirement of Taunt? What if the Hero’s Stander has nothing beyond [[Core_Rules#Boffer_Attacks|melee]]?
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| Answer  = Mental attacks, status attacks and damage attacks (melee or packet delivery) are all valid responses to Taunt.
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Now, if the target is in Hero’s Stand and they have no other attacks available to them outside of a melee boffer strike, the Hero’s Stander should attempt to close the distance, even though it would cause them to drop to zero Health Levels.
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This is not that different from other mentals that can break Hero’s Stand, and Taunt is a spell that is, at its core, magically forcing the target to want to hit the caster above all else, not sit there and wait.
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It might be worth noting that you can still resist mentals with willpower while Hero’s Standing.
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[[Category:Mental]]

Latest revision as of 20:46, 11 July 2015

TAUNT (MENTAL)
Cost: 1 Energy
Call: “Taunt”
After insulting the target, activate this power. For the duration of the power, the target must attempt to attack the caster to the best of her ability, provided she can see where the caster is. This power ends if the caster falls to the ground.

Effect Type[edit]

As per the Core Rules..

MENTAL ATTACK
The effect of a mental attack lasts for 10 minutes. These mind-altering attacks are issued with a sig call given within 10 feet of the target. The caster of a mental power must clearly indicate her target in such a way that the target understands the attack is directed at him. A touch may be used to indicate a target, but this touch is considered IG. A target may not willfully ignore an attacker as a way of avoiding her attack.

The sig call for a mental attack is OOG, but may include some words that are spoken IG in the character’s own voice. The target or any witnesses are not aware that a power has been used. Some mental attacks target a 10-foot circle around the caster, signified by the caster spreading her hands to either side as she says the sig call with a “mass” <Meta> call. The caster may end an active mental she caused by touching the target and saying “release <power>” spoken OOG. The target may break a mental power at any time by spending a willpower and saying “resist”. The resist call is OOG.

A mental attack with the Conditioning modifier cannot be resisted or broken with willpower.

If a second mental attack is landed while another is still active, the second attack takes effect, and the first is broken.

Addendum: Mass powers only affect the realm that the caster is in unless the Breach meta call is used. Mass powers will hit targets that are cloaked.

FAQ[edit]

How does Taunt interact with Hero’s Stand? Do ranged, mental, or status attacks also fulfill the requirement of Taunt? What if the Hero’s Stander has nothing beyond melee?

Mental attacks, status attacks and damage attacks (melee or packet delivery) are all valid responses to Taunt.

Now, if the target is in Hero’s Stand and they have no other attacks available to them outside of a melee boffer strike, the Hero’s Stander should attempt to close the distance, even though it would cause them to drop to zero Health Levels.

This is not that different from other mentals that can break Hero’s Stand, and Taunt is a spell that is, at its core, magically forcing the target to want to hit the caster above all else, not sit there and wait.

It might be worth noting that you can still resist mentals with willpower while Hero’s Standing.