• Turn of Phrase
The vampire seems to know the exact thing to say to defuse a tense situation or spark a violent confrontation. Normally, she needs to be part of a conversation for a few minutes before enacting this power, but very skilled Zelani seem to instinctively know what to say.
The character must be capable of communicating with the target to use this power. That is, they must have a language in common. Turn of Phrase functions over telephones and even over non-verbal forms of communications, including instant messaging programs and even written letters (though of course the latter takes some time to have an effect).
The character must be capable of communicating with the target to use this power. That is, they must have a language in common. Turn of Phrase functions over telephones and even over non-verbal forms of communications, including instant messaging programs and even written letters (though of course the latter takes some time to have an effect).
Effect
The player can make this roll immediately upon entering a social situation: a conversation, a diplomatic debate, writing a letter and so on. The power doesn’t take effect immediately, though.
Dramatic Failure: Whatever effect the character was going for, her words have the opposite effect. A phrase meant to calm an angry comrade might push him into frenzy, while a letter meant to poison an ally against the Zelani’s enemy encourages his trust.
Failure: The character receives no bonus or penalty, and must rely upon her raw social acumen.
Success: A number of turns equal to (5 – the character’s Serendipity rating) after the initial roll is made, the character receives a burst of inspiration on what to say to achieve her desired result. This can have one of two game effects. The Storyteller can either suggest an appropriate phrase (by passing a note, in private conversation, etc.), or the player can simply receive a +5 modifier to an appropriate Social roll. Letters, obviously, do not suffer from this delay, as the character can simply wait until inspiration hits to start writing.
Exceptional Success: The character can apply the effects of the power immediately.
Dramatic Failure: Whatever effect the character was going for, her words have the opposite effect. A phrase meant to calm an angry comrade might push him into frenzy, while a letter meant to poison an ally against the Zelani’s enemy encourages his trust.
Failure: The character receives no bonus or penalty, and must rely upon her raw social acumen.
Success: A number of turns equal to (5 – the character’s Serendipity rating) after the initial roll is made, the character receives a burst of inspiration on what to say to achieve her desired result. This can have one of two game effects. The Storyteller can either suggest an appropriate phrase (by passing a note, in private conversation, etc.), or the player can simply receive a +5 modifier to an appropriate Social roll. Letters, obviously, do not suffer from this delay, as the character can simply wait until inspiration hits to start writing.
Exceptional Success: The character can apply the effects of the power immediately.
Material Components
Cost: —
Gestures & Ritual
Dice Pool: Wits + Expression + Serendipity
Related Discipline
Effect Casting Time
Instant
Level
1