Emote (Action Powers Technique)

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Heroic Action Role-Play

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Charm Skill Description

The skill to be slick and seductive; to lie well with both words and posture and to sense when others are less than honest. A good charmer is also empathic, but there is no guarantee this makes him a nice guy. Charm skill is linked to Mind and an outcome matching this attribute will often result in a Setback on a Charm stunt.

Use in Action

You can play confidence games and give a good impression. You behave like people want and expect you to behave, which makes them likely to bye your story. You are sensitive to moods and adjust well to social situation, while being able to penetrate the social antics of others. This has may uses; you are a perfect host, socialite, gambler, diplomat, negotiator, or lover. You can project emotions, either trough socializing or as a performer on stage.

Knowledge

You know languages and customs, fashions and human behavior. You also recognize taboos and can avoid faux-pas. You have a lot of practical knowledge about human nature and social rituals. You know many colorful anecdotes of notorious rogues of the past and present.

Contacts

This skill has a very impressive contacts element. Basically, you can know anyone who you could conceivably have met. However, these are acquaintances, old lovers, and past social encounters rather than friends or colleges. Most are reliable and friendly, but not all. Some of them still pine for you, and, in spite of their better judgment, would still do almost anything for you. Others have been deliberately putting money in a savings account; they plan to use this money to hire an assassin to kill you as soon as they get a clue as to your whereabouts.

Perception

You can make split-second assessments of other people, and continue to build on this personality profile over time to get a good idea of what goes in in another's mind. You can see when people are lying, see through cons, and see when people are sincere.

Stunts

Charm stunts cover a wide variety of social situation and action uses of the skill.

Acting & Disguise

Limit Break

You can disguise yourself as somebody else and play out an assumed role with an opposed Charm roll. Make a roll on the initial encounter and a further roll at important junctures, which generally works out to once per scene. You cannot impersonate a specific person, and need cosmetics and bulky clothes to change your apparent race or gender.

Common Ground

Limit Break

You can convince people that you have common values and should be allies. First, you must find some conviction or loyalty the target has, then you convince the target that you share this belief and that these common values make you allies. Once you have found some common ground, you can convince the target in the same manner as a Seduction.

If you don't live up to the values you are claiming to have and can't provide a very convincing excuse, the charm fails.

Cunning Stratagem

Limit Break

You make a Conundrum Distraction, or Trick stunt that affects all enemies present. Roll separately for each.

In certain cases, you can do this as a basic action, when you have a good enough stunt or setup in the GMs opinion. This is often the result of a planned set-up.

Distraction

Basic Action

You can baffle others with tricky words and misleading demeanor. Make an opposed Charm roll; on a success, your target loses 3 shots and you can move past or by them or claim some minor boon from them. Typical uses include distracting a doorman or police officer, conning someone out of some change, or stealing an unsuspecting kiss. It can also be used to get a respite in a fight.

If your Outcome matches the target's Mind, you cause him major consternation; he loses a number of shots equal to your Outcome or otherwise suffers a Setback.

First Impression

Basic Action

You try to make a good impression on someone you are interacting with. If you succeed on an opposed Charm check, you become acquaintances and have a short conversation if time allows - just enough to allow a Limit Break. The person will recognize you if you meet again and generally shows you a friendly face. If you have an Outcome matching the target's Mind, you become friends, and the target will happily spend time with you when convenient.

Frisk

Varies

Make a quick examination of someone, looking for hidden weapons, contraband, and so on. This is an opposed roll compared to the target's Charm, Create, or Impress skill. Depending on what you are looking for and how you do it, there are several modifiers. In order to even try to hide an item like this, the character must be carrying enough clothes.

Circumstance Modifier
You are using a detection device of the same or higher sophistication that the item sought. +3
You know exactly what you are looking for. +3
Person carries the object inside his body (swallowed, surgically implanted). -5
Type of search Modifier
No Action Passive search; you are not actively searching, but the concealed object would attract your notice if you did search (not an action) -5
Trigger Action Visual observation only. -3
Basic Action Pat-down +0
Limit Break Body cavity search +5

In general, you only get one chance at frisking. But if you can change your modifiers so you get better odds, you can try again.

Sometimes, the GM will give you hints even on a failed roll, especially if the plot demands it; you generally get a bad feeling about a the situation even if you failed to find exactly what you looked for as long as you did not fail by a margin greater than your Mind. This realization might not come at once, and you might not be certain who your suspect is, but it gives you incentive to look more closely. By the same token, the GM might delay the result of a successful roll to heighten tension and move the plot along.

When a player tries to smuggle something past a guard, the GM should generally let the player roll their Charm, Create, or Impress skill against the guard's modified Recon; it is much more interesting to have the players be the active party.

Various stunts can be used to distract a guard or fool someone into revealing what they carry, these generally modify the Recon check further. A Setback on such a stunt makes either avoidance or discovery automatic.

Now and then the GM will have to fudge these rolls; generally to allow either a hero or villain to pass inspection but still cause suspicion - this is often the best setup for an exiting action scene.

Gambling

Basic Action

When gambling against another character, make opposed Charm rolls to see who gains the advantage at each stage. Success earns Advantage. If you get an Outcome matching your opponent's Mind, you win. As with any stunt, style gives a bonus. Stakes are raised raised before each roll; refusing to raise and roll means you forfeit the game at the current stakes. Rigged games give the cheater a bonus of +3 or more, but if the target would ordinarily have won, he becomes suspicious.

Gather Information

Limit Break

You hang out with people, perhaps buy a few drinks, and get in on the local gossip. This gives you the local scuttlebutt and rumors, and possibly some real information as well. When gathering information about someone, make an opposed Charm check against them to learn their whereabouts and general information. On an Outcome matching the target's Mind you catch wind of some secret or unusual information. If the roll fails, you still learn general information, but not his current whereabouts, and friends of the mark may inform him of your nosing around.

Note that you can use the Contacts Element of any skill to do this, not just Charm, as long as the information sought are known among the contacts given by your skill.

Good Cop Routine

Finisher

Make an opposed Charm roll against a prisoner or someone who is otherwise at your mercy or dependent on you. If you succeed, you gain their confidence and they see how you are trying to work out the best for them in their current situation; they would not lie to you or play tricks on you, but they still maintain their old loyalties and might not spill the beans to you either. Combines well with Bad Cop Routine.

Innuendo

Basic Action

This is the ability to convey different messages to different listeners by alluding to knowledge only some of them have. It is generally used when you know you are being overheard, but still wish to tell your allies something without the listener realizing what it is. This is useful both in polite conversation and when talking over an open line.

Make an opposed Charm roll against any listeners you want to hide your true meaning from. If you fail, the unintended recipients understand there is a hidden message. If you fail by a margin matching your own Mind, they understand what the message is. The people you are addressing automatically understand what you are trying to convey.

Palm Object

Basic Action

You can swipe a small object without attracting attention. This is usually used to steal, but can be used for other purposes, such as to to plant evidence or for parlor tricks.

Make an opposed Charm roll against your mark. On a success you can swipe or plant a small object that is not attended, secured, or attached and the theft will not be immediately noticed. If you fail and score a negative Outcome matching your Reflexes the attempt is noticed. To swipe an object that is larger than your palm, is attached or worn in a pocket, or that is in clear sight you must score a positive outcome matching the observer's Mind.

Scrutinize

Basic Action

You look over a person, trying to see if he is disguised, concealing an object on his person, or otherwise is hiding something. Make an opposed Charm roll to notice such discrepancies.

Seduction

Limit Break

Charm can be used to get others to help you because of love and desire. Seduction only works on someone potentially exited by your species and gender. You can generally continue to try and make Seduction rolls as long as you succeed; on a failure the mood is broken and you cannot try again in this situation.

Seduction requires an opposed Charm roll to work. On an Outcome equal to the target's Mind, the target falls for you. On a lesser success, you gain an Advantage.

Once someone has been seduced, they will willingly follow and help you out. They seek to avoid conflict with their old allies, and if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former loyalties.

Someone who you have seduced expects favored treatment, company, and possibly sexual favors from you; if you refuse them when the occasion present itself or if they discover you've been unfaithful your power over them is broken and they might become vindictive or even downright hostile.

Sense Motive

Limit Break

Observe someone in a social context and make an opposed Charm roll to learn his immediate goals and motivations, seeing trough surface motives into another person's deeper motivations and personality. You know what kind of person this is; gaining insight into his motivations, methods, and habits. This is not an exact science, and if the target is projecting a social facade, that counts as actively resisting your attempt.

Tete-a-Tete

Limit break

You have a one-on-one interaction encounter with another character present at the scene. Only you and the other know this happened. This is strictly a social encounter, there is something that prevents this from escalating into combat or that makes attacks impossible. In the middle of a fight this might be a pause enforced by the environment, an impasse, or a mexican standoff.

This interlude happens immediately and is quite short; you can each make an interaction check against the other and have a meaningful exchange. You can use a Charm Limit Break during a tete-a-tete. It happens outside of the normal sequence of rounds. Short as it is, it can still be used to have a meaningful relationship development, make points clear, or otherwise be used to establish common ground or revitalize a rivalry.

Trick

Basic Action

You gain an advantage against an opponent by quick and deceptive actions or words, causing him to stumble or otherwise make a fool of himself. This is a useful set-up both in and outside of combat. The roll will be heavily modified depending on how well you describe your stunt and use available props.

Make an opposed Charm roll against your target. If you succeed, gain an Advantage.

It you score an Outcome matching the target's Mind, you instead inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your maneuver. He might mistake you for an ally, strike past you at a friendly target, run off after some imaginary danger, or otherwise temporarily make a fool of himself.

Quibble

Trigger Action (Defense)

If you suspect your character is being hoodwinked, you can adopt a skeptical attitude and actively defend yourself. This gives you a +3 bonus to your Charm for any task where your Charm skill sets the difficulty. In a social situation where shots are not counted, this means you are not fully participating - you remain aloft, standing back and observing rather than engaging in the situation - which in means you can't initiate social interactions or make stunts using social skills.

Schticks

These are mundane schticks related to the Charm skill.

Charm Schticks

Actor

Inherent

You are a character actor, well able to maintain a role. You like to immense yourself in your assumed persona, and seem able to change your personality and demeanor on cue.

When you use Acting & Disguise against people with only limited knowledge of your assumed role, the difficulty is their Mind.

You can disguise yourself as a different race, gender or as a specific person as long as you can conceal any obvious physical differences; your method acting convinces people to overlook minor oddities in your appearance.

Ablative Clothing

Inherent

When in action, you have a marvelous ability to lose your clothes. Blows miss you by the sheerest margin, slashing your outfit. Branches conspire to rip your clothes. Claws gore clothes instead of flesh. This schtick is just as common among hunks and babes. Conan has it, as does many fantasy barbarians and bimbos in all genres.

Use this schtick to ignore the effects of any one physical attack or stunt. You can also use it to ignore difficult ground or other adverse terrain effects, in which case you can ignore such conditions for one Round. This rips up your clothes beyond repair. You cannot use this schtick while naked or in ripped clothes, and can only use it once per session.

Once you have used this you are as naked as the genre will allow. Any function your clothes once had is gone. You no longer have any armor. This can serve to activate Bulletproof Nudity.

Acumen

Basic Action

You can use the Sense Motive stunt as a Basic Action, but you still need to observe your target in a social context. You can only attempt Acumen once per scene on a particular target.

Beauty Mask

Inherent

The Crying Freeman has this schtick, and any character can have it in almost any juncture.

This schtick gives a sort of anonymity, even when not in disguise. Your features are idealized and forgettable. People can't seem to remember just exactly what you looked like when giving a description, tought they will readily recognize you if you meet again. They know someone was there, but they just can't think of what you looked like. "He looked kinda like a movie star."

If an observer or interrogator spends a Limit Break, an opposed Charm gives a basic description.

Betrayal

Limit Break

Use this when you are with someone who trusts you implicitly and has lowered his guard to you and who you can hold or embrace without them resisting you. It works both inside and outside of combat.

You can do a Finisher against your target, just as if you had just defeated him in combat.

Blind Eye

Trigger Action

Win an opposed Charm check to convince the target that something it would normally not accept is in fact acceptable. The target turns a blind eye to the problem and acts normally despite the situation. The target overlooks what would normally be unacceptable identity, behavior, or appearance, going so far as to ignore rules and social conventions. The target turns a blind eye to a single situation and its direct natural repercussions. For example, having accepted a barbarian at a cocktail party, the target will not react to that barbarian again until he does something truly outrageous. Any direct threat of harm breaks the charm.

Captivating Captive

Trigger Action (Focus)

When you are a helpless captive or otherwise at the mercy of your opposition, you can focus.

Consummate Charm

Inherent

When you make a successful Charm stunt and score an Outcome of 5 or more, you can add three to the Outcome of the action, increasing the chance to score a Setback.

Cosmopolite

Inherent

You are at home in all cultures, able to understand and adopt to strange manners and customs. Negate any penalties on Charm or Impress rolls related to alien cultures. You automatically succeed on social skill rolls made solely to make contact.

This schtick does not cover languages; use Linguist for that.

Cute

Inherent

There is something about you that makes others care for you. Depending on their personality, this might make them want to kidnap and possess you or just give you a smile and favorable treatment. You automatically have at least the minimal effect on First Impression on everyone you meet, making them see you as special and pleasant to be with. This makes it easy for you to get into social events, make acquaintances, and generally be very popular in a non-domineering sort of way.

Fascination

Basic Action

By meeting someone's eye, you can fascinate them, distracting them and giving you an opportunity to interact socially with them.

A successful First Impression focuses the target's attention on you. He will follow you a short way and be willing give you time to perform a Limit break. This also works to distract guards, focusing their attention on you instead of on what they should be doing.

In an action scene, the target must either lose three shots or make you his objective, moving adjacent to you and focusing on getting some private time with you for the rest of the round. If your Outcome matches the target's Mind, he suffers both results.

Does not work on creatures incapable of communication.

Fainting Flower

Inherent

Whenever you are affected by a stunt or take damage, you can choose to ignore the effect and instead swoon beautifully. This costs you all shots for this round, but lets you ignore all damage while swooning. Enemies can use Trigger Actions (Finishers) against you, as long as you do not take further damage from them.

Fainting Flower does not help against truly indiscriminate dangers such as a bomb or rockfall, tough it does help against normal area attacks. Nor can you use this schtick to defend against attempts to capture, carry away, or otherwise take possession of you; in fact you are helpless against such attacks; your Dodge is zero against them for the remainder of the round. You cannot use this to escape confinement or whatever nefarious death-traps you might be placed in while in a swoon.

Gambler

Basic Action

You have a knack for gambling. Cinematic gambling has little to do with real-world gambling, and is not about calculating odds and folding at the right time; it is all about absurd luck. This schtick gives you the ability to draw just the right card to fill out your glorious hand or to give your race horse that little extra burst of speed.

You can take a Basic Action know the difficulty of a certain proposed task. You can make others accept a bet for a trivial stake by succeeding on an opposed Charm roll, with higher outcomes indicating bigger wagers. An outcome matching the target's Mind allows stakes the target really cannot afford to lose, the equivalent of a Setback.

You make Confident Rolls when gambling. Whenever you have a bet hanging on a trivial event, one whose main repercussion is to win or lose a bet, you can make a Charm check and substitute the result for whatever skill check would normally determine success. You don't need to be the one performing this action, this is an aspect of your luck.

Help From My Friends

Trigger Action (Focus)

When surrounded by friends, championing their cause, you gain confidence. When within 30 meters of 12 or more people that support your actions, wish you well, and generally are on your side, you can focus.

Honest Joe

Finisher

You have a way with people, and inspire trust and confidence without really trying to. Any basically good and law-abiding people gladly give you a hand, though there must be a reason if they are to accept discomfort or danger to help you. This lets you charm people without really trying to, and tends to make you a leaders of mobs and posses. You may come into conflict with official authority figures. Sometimes, you can even inspire this trust in goons and villains, but usually only after you have soundly trounced them.

You can make a roll to find Common Ground when you defeat an opponent, when you rescue someone from danger, and upon first meeting good-natured, law-abiding people. The common ground you find revolves around being decent people; an enemy will at least consider a decent life if you succeed on this.

Infiltrator

Limit Break

You can convincingly pass yourself off as nearly anyone with a little time and preparation. To use this ability, you temporarily stop playing. Your character is presumed to have donned a disguise and gone "off camera". At any subsequent point during play you may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually you in disguise. Make an opposed Charm roll against the most skilled opponent on the scene. If this roll succeeds, you get to pick an NPC minion who is really you in disguise. If the roll fails, the opposition chooses who you are replacing, which can often put you in a dangerous position.

You may remain in disguise for as long as you like, but if anyone is tipped off that you might be nearby, an opposed Charm roll can be performed as a Limit Break. If the spotter wins, that player (or GM) gets to decide what nameless character on the scene you infiltrated as - and generally does so when you are alone and vulnerable.

Influential Friend

Inherent

You have a friend in a high places. This can be a king, hero, high official, monster, or even a god. You are childhood friends, accidental acquaintances, lovers, or otherwise know each other privately.

Inclined to act in your favor, an influential friend has many other obligations and this makes him unreliable. Your friend likes you and wants to correspond with you and spend time with you, but is aware that showing you preferential treatment is somewhat irresponsible and thus does not provide all the support he could. He will give plenty of hints, rumors, and tidbits of information as well as the occasional gift and favor. Pressuring an influential friend for more help may produce grand results in the short term, but can easily backlash. At times, your influential friend might need your help, having you act secretly as their agent in the world.

Inspiration

Inherent

You are an inspiration to others. Whenever someone else performs an action that you heartily endorse, you can use Inspiration to give them a Fortune point they must immediately spend. You lose this Fortune point as if you spent it yourself. This schtick can even be used when you are not present, but you then need to describe a montage of something you did or told them that can inspire them in the current crisis.

Lip Reading

Basic Action

You have the ability to decipher what people are saying merely from looking at their lips moving. As long as you can get a reasonably good view of a speaker's lips and know the language, you can get the gist of what is said. Certain parts may be obscure or missing, depending on your skill roll and the needs of the plot.

Medium

Limit Break

You are sensitive to psychic impressions, and can often catch the mood of a place and get glimpses of important events that happened there in the past. Make a Charm check to seek answers, which works much like Gather Information, only the answers are colored by the place instead of people.

Protector

Limit Break

You have a protector, usually a Henchman Extra with a maximum skill equal to your Charm who looks out for your interest and will accompany you on adventures. Often somewhat dim witted, he is nonetheless a loyal defender and trusty companion. He generally thinks of himself as the true hero and you as the sidekick to be protected.

Your protector need not be a specific person, and can actually be someone you had never seen before you met at the adventure site, or one of the villains henchmen overcome by your charms.

You often get separated from your protector early in the story, but he generally reappears in the dramatic scene, having made his way into the den of evil to rescue you just as he is needed (when you take the limit break). You can also use a Limit Break to inspire your protector, restoring any Hits he might have taken. After a rescue, he will expect some measure of attention and devotion from you, just as if you had seduced him.

Self-Made

Inherent

You are successful in business and thus financially independent. And you can do it again; if you was washed up on a pacific island, you would be king of the clamshells (or whatever) in a day or two.

Silver Tongue

Limit Break

People tend to tell you things, and you tend to learn more than they intended from what they say. You can make an opposed Charm roll to make a character say way to much, even if they are on their guard. When you Emote_(Action_Powers_Technique)#Gather_Information the roll is routine, and you can do this directly against the character you are investigating with causing undue suspicion.

Skeptic

Trigger Action (Defense)

Use this when you think you are being deceived; you gain a +5 bonus (usually to Charm, but sometimes to other skills used as defenses) to resist interactions based on deception. "Deception" in this context includes lies, disguise, illusion and other direct falsehoods.

At any time, when an interaction based on deception fails, you realize which statements were lies but you do not learn the truth.


Sleight of Hand

Basic Action

Your training gives yous several advantages when trying to use Palm Object.

In any situation where you can use Palm Object, the Charm check is routine. You can swipe an object that is larger than your hand, is in use, or that is closely supervised, but then the check is not Routine.

Spin Yarn

Basic Action

By continually speaking, you may keep your audience captive with outrageous tales, distracting them. You can keep this up beyond all reason. You must first engage the victim in conversation, and then make an opposed Charm roll. You can target several people at once with no penalties, but use the highest value in the audience for a difficulty.

For each point of outcome, you keep going for a minute. You can then try again. If the outcome exceeds your victims' Mind, they give you some boon, either out of sympathy or in an effort to get away.

Failing the roll, combat, an alarm, and even a person coming to interrupt will break your hold on people. If the situation is not dire, you can use your Spin Yarn on someone who comes to interrupt to add them to your audience.

Star Stuff

Inherent and Limit Break

You are an expressive performer who can enthrall an audience and inspire a great range of emotion. You are famous in your field, and can easily get into social events or arrange performances.

When on stage performing, you are supremely confident. Any Charm rolls you make while on stage are Confident Rolls. This aspect of Star Stuff is inherent and always active.

You can take a Limit Break to set the mood for a scene among people who are listening to you. Interaction rolls that go along with the emotion you set become Routine. This can be done anywhere, tough it is easier and the affected area is larger when you are on stage due to the first ability of this schtick.

Steal the Story

Trigger Action

While another individual attempts to give an account of an event or use Charm as a basic action or limit break, you can make an opposed Charm check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle specific details. This will discredit, insult, and humiliate the speaker. If the check succeeds, the speaker does not succeed at informing listeners about what she was trying to say and the attitude of anyone who heard the altered story becomes suspicious. If your Charm check fails the target realizes that you made deliberate attempts to confuse the story.

The Kiss

Basic Action, Trigger Action (Focus)

You dramatically kiss someone. This is a romantic kiss, not an inconspicuous kiss on the cheek. Kissing someone is a Basic Action. The creature kissed then has the option to take a Trigger Action to accept the kiss and focus - in which case you both become focused.

For this to work out of combat, there needs to be some romantic tension and some kind of a development in your relationship, tough the kiss itself can be but one small step.

Charm Powers

These are powers related to the Charm skill.

Communicates with, charms or imposes moods associated with the form on creatures.

As noted in the form descriptions, each form has an associated mental state; emote powers are often based on this state. Depending on how its used this can either be a blessing or a curse.

Charm Air

Air Inspiration

Trigger Action

You inspire others to be swift, open-minded, generous, brave, and honorable. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Melee skill, and to other skills and rolls as determined my the GM.

Charm Air Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Air Elementals.

Pied Piper

Basic Action

Everyone dances to your music. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed lose three shots dancing. Those against whom you get an outcome matching their Mind join a stately dance until you stop performing.

Dancers will move along with you, at their normal Move. They will not take double moves to follow you. If they are ever further away from you than their Mind in meters when their turn comes up, the charm is broken.

Winds of Charm

Trigger Action (Combo)

When you take a basic action to perform a melee attack, you can use this power to perform either a Distraction or Trick stunt before executing the attack.

Whispering Wind

Basic Action

You create a current of wind that will carry spoken words between you and others. There must be a passage of air between each target, and the range is counted along this passage. The passage can be tiny; a keyhole or the crack under a door suffices. The Whispering Wind can carry messages up ten meters times your Charm roll. If any target is further than this away from you, the power fails for them. You can only roll for this power once as you set it up.

You can send messages to a certain spot instead of to a specific target and try to send to creatures you are not sure are in range; these are power stunts. Whispering Wind lasts for a scene.

Windrunning

Limit Break

You give yourself or another creature you touch a bonus of +3 to Move for the rest of the scene. Their final Move cannot be greater than your Charm.

Charm Animal

Animal Appeal

Basic Action

You can make Seduction stunts as a basic action using opposed Charm rolls, but the mood you inspire is raw lust, not friendship or trust. A failed roll breaks your hold over the target.

Animal Friends

Inherent

You have the ability to befriend and gain help from natural animals you encounter. When you stay in a natural environment for a while, you will start to pick up incidental animal friends who stay around, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these animals are around, they will try to help you. They are still animals, and afraid of man and his machines, but can often help in small ways by keeping track of foes or keeping them awake at night. If push comes to shove, they may help you in actual combat as well.

Your Animal Friends have the attributes of typical animals, and can do any reasonable stunt as a group with a skill equal to your Charm. A hit on any of them will chase them all off for the rest of the fight. Even if you befriend a whole flock of animals, they still perform as a single unnamed character.

Animal Merge

Stance

You can merge your consciousness with that of an animal with a successful Charm roll against the animal's Dodge. You must see the animal when first merging, and normal range penalties apply to the initial Charm roll to convince the animal to accept you. After that, you can maintain the merger over any distance. Animals exceptionally loyal to you can be merged with at a distance. While merged, you can communicate with the animal and sense everything the animal experiences. This is not mind control but you can usually convince the animal to move as you desire. You mentally ride along as the animal moves. You can use your own Skills through the animal as long as such an action would not be outside the animals normal scope of action.

You can use this power again to shift your consciousness to another animal if they touch, but cannot otherwise use powers trough the animal.

Your body is in a trance while merging, and you are thus automatically surprised if attacked, but you can still talk and move about slowly while in this trance.

Charm Animal

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Animals. Assume that natural animals communicated with have the intelligence of small children, and that they can give fair recollections of what they have seen or experienced.

You can also send out a call to animals of one species. Make a skill roll; the call reaches any animal within this many kilometers. This call is one-way but can convey a message, usually a request for aid. The call is very persuasive. In general, one animal will respond for each point of outcome, but never more than what is present in the area. It takes the animals time to arrive.

Wild Abandon

Trigger Action

You inspire others to be wild, hedonistic, lustful, competitive, and to go with the flow. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Ride skill, and to other skills and rolls as determined my the GM.

Charm Chi

Deep Meditation

Limit Break

You can enter a deep meditative trance where you analyze a problem or question, seeing it from all angles at once. While in a trance you cannot move but still perceive your surroundings. You can end the trance at any time. Deep Meditation primarily helps with questions of motivation, morality, and ethics - both your own and those of others. Range is not a factor. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Disciple

Inherent & Stance

You have a companion, a Henchman Extra with a maximum skill equal to your Charm who looks out for your interest and will accompany you on adventures. Disciples are usually students, but some can be animals or even monsters. Their role is somewhere between a friend, student, and servant. You can communicate with your disciple regardless of language barriers. You can change disciples over time. This part of the power is Inherent.

By activating the stance, you can give your disciple access to up to three powers or one schtick that you know.

Display of Prowess

Finisher

You gain insight into your opponent's personality, motivations, and goals. You also help your opponent to realize these things and gain insight into what is really important. You can play on these insights to gain a hold on your former opponent, either by offering support and gaining their friendship, or by using your insight to manipulate and control them.

Make an opposed Charm roll, on a success the target reacts as if you achieved a Setback on a social stunt. On an outcome matching his Mind he is overawed by your prowess and fall under your sway; any later successful social interaction you make against him is an automatic Setback. If the target tries to break your hold on him, this effect is treated like a Curse.

Focus of the Soul

Finisher

You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target.

  • Any successful interaction you use against the target causes a Setback.
  • You can use a Trigger Action to cause any action the target takes to suffer a -5 penalty.
  • As a Basic Action , you can make the target Focused.

This can also allow you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but there is no guarantee of success.

While you can use this on voluntary targets, it only works on allies when there is a concrete issue for you to help them with.

Grasshopper

Stance

You are merely a student of Chi, not a master, and you know this fact all too well. But your master's teachings gives you resolve and power.

You need a master or trainer to use this power. By activating the stance, you gain the use of two powers or schticks your master knows.

Charm Dark

Charm Devils

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Devils. It doesn't change their basic nature; even when charmed they will try to cause harm and strife because it is in their nature, but they will never break the letter of an instruction.

Detect Enemy

Basic Action

You sense creatures that hate or intend harm to you, a group you represent, or someone who is present and under your protection. The range in meters is equal to your power skill roll when used blindly, or ten times that if you can perceive the creature in some fashion.

Detect Falsehood

Basic Action

You can sense moods and feelings, getting an impression of the falsehoods perpetrated by others. This makes Scrutinize and Sense Motive tasks Routine to you.

Dance of Shadows

Basic Action

You control shadows and darkness in an area with a diameter equal to your Mind. This power only works if there is darkness or shadows present, including that created by Cloud of Darkness. You can animate these shadows, creating frightening shapes and using them to confuse foes. You can create the likeness of glowing eyes, a glowing nimbus, or phantom light that is so weak as to be visible only in darkness. These images can move, fade, and return to full strength.

You can use this to do Distraction and Trick stunts, and these stunts will affect all onlookers. The dance of shadows is trying to achieve might not be relevant to all onlookers, some may simply not be interested and the Charm skill roll penalized accordingly or simply skipped as irrelevant.

Dance of shadows can fool people in combat, making them waste shots or suffer setbacks, but is not a target or attacker. A Setback might make targets may believe they are and act appropriately, but that is a part of the setback, not of the power itself.

Dark Inspiration

Trigger Action

You inspire others to be deceptive, self-indulgent, and bestial. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Recon skill, and to other skills and rolls as determined my the GM.

Insinuate Action

Basic Action

You give another the impulse to act in a sly or evil manner to to make the target take a deceptive, self-indulgent, and bestial action. Against a target that would not mind such actions, this is automatic, and the target may immediately take what is normally a Basic Action without spending any shots. Against a target dead-set to oppose your impulse, it requires an opposed Charm roll. On a success the target loses 3 shots. With an Outcome equal to the target's Mind, the target immediately performs an action you suggest as long as they are in line with the power without losing more than the initial loss of 3 shots.

Overcome Morality

Basic Action, Limit Break, or Finisher

You can inspire others to deeds of evil and selfishness, enhancing the darkness in their souls and reducing their sense of self and integrity. Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a Limit Break. When done as a Finisher it is a Curse and lasts until removed.

You cannot control the targets exact actions, but while under the influence of this power, any moral inhibitions the target normally has are removed. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Power of Darkness

Trigger Action (Focus)

Whenever someone in your vicinity takes an unnecessarily cruel or destructive action, going out of their way to harm others and nor merely acting to benefit themselves, you can focus. If you are the one taking the action, the GM should be a more strict on the evil act required.

Sense Sin

Inherent

When you first learn this power, pick one type of vice or sin that is considered morally distasteful in your culture. Whenever someone within 10 meters times your Mind commits this sin, make an opposed roll to sense where they are and what they did.

Sin Charm

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

When you take this power, select a sin. One of the classic 7 mortal sins are a good place to start; gluttony, lust, avarice, hubris, despondency, wrath, envy, or sloth. Other sins are certainly possible. You can charm any creature prone to this sin or one that practices it when you are charming them.

Charm Death

Consume Identity

Finisher

You gain temporary access to the target's memories and physical form. For the duration of the story, you can access his memories, and you can assume his likeness; this lets you Disguise yourself as your target and you suffer no penalty for physical differences.

You can use this power on a corpse to assume their appearance while alive, but memories gained from decomposed corpses is incomplete.

Charm Undead

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Undead.

Death Inspiration

Trigger Action

You inspire others to be morose, calm, and introspective. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Know skill and to other skills and rolls as determined my the GM.

Hibernation

Trigger Action

You can enter a state of suspended animation where you appear to be dead for all practical purposes. You can do this as a reaction to taking a hit; to all appearances, that hit killed you. It takes close inspection (a basic action) and an opposed Charm roll to penetrate the deception. You register as dead to detection powers.

In this state, you cannot take actions, but you are aware of your surroundings, and you can continue to maintain stances. You are immune to Biological Damage. You are helpless and have a Dodge of zero, but you get to subtract twice your Charm from any damage you take. At the beginning of any round, you can decide to end the hibernation.

Speak with Dead

Limit Break

You can communicate with the spirits of the dead. You need to be at the site they died, their grave, in the presence of a direct descendant or loved one, or in possession of a body part or and object important to them in life to use this power. You must also have a clear idea of who you are communing with, tough a name is not necessary.

The dead will appear as an apparition, merely as a ghostly voice, or manifested through some divination technique or device you use. You can ask the dead about things they knew in life, and it will answer as its personality dictates. The dead communed with are more sourly than they were in life, but will respond to interaction, people and inquiries much as they did while alive. They have no extra knowledge of death itself or other things they did not know when alive, tough some of them might make up stories or try to proselytize. You can ask them if they want to be resurrected or turned into undead, and make deals with them about such things. Even if they agree, it is sometimes the case that the spirit will not cooperate later; it is speculated that the conversation is not with the actual spirit of the departed, but only with a ghostly image or reflection left in the physical world.

This spell will not allow communication with a creature that is currently an Undead, tough it does make the creature aware of who you are and that you want to commune with it and where you are, as well as inform you that it is currently undead. Some undead will seek you out, and you have no control over them through this power, tough it does allow you to communicate with undead across language barriers.

Unto Death and Beyond

Finisher

A voluntary target swears an oath to take on some task "until death and beyond", foreswearing eternal rest to complete an objective. As long as the target works to fulfill this task, he benefits from Life Immunity. However, should he stray and let himself be distracted he will take a Hit each day and find himself unable to heal any damage naturally. The most horrific aspect of this power comes into play if the target dies without fulfilling the task; in this case he will return as an Undead at some future date as determined by the GM. Such forsworn undead often have Immortality.

Charm Earth

Charm Earth Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Earth Elementals.

Earth Inspiration

Trigger Action

You inspire others to be peaceful, confident, and self-assured. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident re-roll. This applies to most uses of Impress, and to other skills and rolls as determined my the GM.

Splendor

Limit Break

You can create clothes. This can be fabulously rich, lined with precious metals and speckled with diamonds or pearls. Or it can just be stylish, even minimalist, but of exquisite cut and style. You can mimic gang colors, uniforms, and really any apparel you like. The kit can include minor accessories like a handbag or dress sword, but any weapon so created is unreliable and can be of no more than medium size. The items created last your Mind hours, usually more than enough for a social event. After that time, they gradually lose their splendor, turning into rags in about an hour.

A creature wearing an outfit you made specifically for it to wear in a specific scene and setting, all Charm rolls are routine. If the scene changes in unexpected ways, such as a soiree turning into a hostage drama, the bonus no longer applies..

Stone Stamina

Limit Break

You give yourself or another creature you touch a bonus of +3 to Body for the rest of the scene.

Charm Electricity

Charm Electric Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Electric Elementals.

Electric Focus

Trigger Action (Focus)

You can focused when you take Electricity damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.

The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

You can also focus when you are standing on the highest point within a 1000 meters, calling a lightning bolt from they sky when you do so.

Electric Inspiration

Trigger Action

You inspire others to be decisive, direct, and quick. Whenever someone in the vicinity fails an action based on these virtues, you can take a reflex action to give him an immediate reroll. This applies to most uses of the Shoot skill, and to other skills and rolls as determined by the GM.

Instant Attraction

Trigger Action

When you first meet someone, you can make an opposed Charm roll. If this roll succeeds, you catch the target's eye and your next Charm roll against that creature gains a +3 bonus. You can only use this once each scene, and only upon initially confronting each target. If you use it before discharging the bonus from a previous use, the previous attraction fades.

Lightning Reflexes

Limit Break

You give yourself or another creature you touch a bonus of +3 to Reflexes for the rest of the scene.

Charm Fey

Charm Fey

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Fairies.

Faerie Mask

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures abilities and statistics in place of your own, with one exception; you still use your own Charm skill and schticks (but not powers).

It takes an Charm roll against the creature's Dodge or Impress to assume the creature's form. You only have limited access to the creature's memories, remembering things pertinent to the situation and to questions you are asked. This allows others to interrogate you as if you were the creature whose form you assume, but they must still overcome your skills to get relevant information out of you, and thus out of your assumed form.

During combat, you must roll each round in which you remain shape-changed, you need to use this power and roll your Charm against the creature's Dodge or Charm in order to extend your control over your transformed self until the end of the following round. You can try repeatedly in each round During combat, you must succeed at this action each round or you lose control, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control.

When you lose control of your shape, it will act as that creature normally would. It is aware that it is in a strange situation and might recognize your allies as enemies. It is likely to try and manipulate the situation to its advantage, tough a brutish creature might simply attack. You can try to regain control at the end of each scene, the third time you fail a control check the power ends instead of you losing control.

As long as you remain in control, you can end the power and resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you take, that is a Charm stunt.

Familiar

Basic Action

You have a Fairy companion, a Henchman Extra with a maximum skill equal to your Charm who looks out for your interest and will accompany you on adventures. Familiars usually appear as animals; cats or other small pets, ravens, owls, or mounts are common. Others are humanoid or have elemental forms. Familiars often have odd or unusual traits, such as bright colors or extra body parts like wings. Many are shapechangers.

You are in constant telepathic communication with your familiar. As a basic action, you can find out where your familiar is and momentarily perceive through its senses.

As a basic action you can have your familiar return to you and assume a mundane form; this can be an ordinary animal or even an object. This allows you to take them along in situation where a magical creature would not be appropriate. In this form, your familiar has normal attribute maxima of its race and size, and loses all powers. It is not possible to detect the lost powers or fairy nature when in this form; they simply are not present to be detected.

Festival

Limit Break

You and allies within Charm meters increase their Reflexes by one until the end of the scene. Multiple applications stack, up to a maximum of +3.

Fey Inspiration

Trigger Action

You inspire others who try to be elusive, fascinating, or who are in tune with the environment. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Dodge skill and to other skills and rolls as determined my the GM. When used with Dodge this allows a confident roll to add to the target's Dodge to thwart a successful attack, as if the target had spent a Fortune point.

Spirit Friends

Limit Break

You have the ability to befriend and gain help from minor spirits and supernatural creatures you encounter. These spirits hang around you, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these spirits are around, they will try to help you. They are minor spirits, but can help in small ways by keeping track of foes, keeping you updated on what's going on or haunting your enemies keeping them awake at night. In a pinch they may fight for you, but that is nor their normal behavior.

Your Spirit Friends collectively is a Swarm of Minion Extras with a skill based on your Charm. Its exact composition is highly mutable; you can summon or change the composition of your spirit swarm as a Limit Break, allowing you to change it for a specific situation. Most often, it is simplest to just make a Charm check to see if your spirit friends can accomplish their objective, with the assumption that they have whatever powers and skills are needed for minor tasks such as spying, haunting an area, and the like.

Steal Name

Limit Break

By stealing an object belonging to another creature, you gain power over that creature. Make a Charm roll against the Charm of an adjacent creature to steal their name. On a success, you get a part of that creatures True Name and can use that true name once, but must do so before the end of the session. If you score an outcome matching the target's Mind, you learn its full True Name. In combat or other situations where the target is wary, it takes an outcome matching the targets Dodge to steal a full true name.

Stolen Shape

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures attributes and schticks in place of your own, but continue to use your own skills. You can resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you stole, that is a Charm stunt.

It takes an Impress roll against the creature's Dodge or Impress to assume the creature's form. You do not have access to the imitated creatures memories, and if the creature assumes control it suffers from Amnesia and only has confused memory-images to go on, both from your memories and from the form it has.

Summon Fey

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.

You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.

You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.

Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.

You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.

This power only works on Fairies.

Charm Fire

Charm Fire Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Fire Elementals.

Conflict

Limit Break

You make creatures rage and attack their allies. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed against will spend their next action attacking the nearest ally with their normal mode of attack. Those against whom you get an outcome matching their Mind spend this and the next round attacking allies. If no allies are present, the creature acts normally.

Fire Inspiration

Trigger Action

You inspire others to be aggressive, intense, and focused. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Shoot skill, and to other skills and rolls as determined my the GM.

Flame Interrogation

Finisher

Fire is one of the primal fears, and has great applications in interrogation and intimidation. One of the more common uses is in the effect known as Flame of Truth. An open flame is placed in the subjects open hand. The difficulty is the the targets Charm. As long as he continues to say what you want him to say, the flames do not hurt him, but if he hesitates or lies, the flames flare up. If you want the truth, you get the truth. If you want toadying and half truths, or verification of what you already think, that is what you get. If you fail the roll, he will speak according to his own heart – and you cannot tell that he is deceiving you.

Flash of Intellect

Limit Break

You give yourself or another creature you touch a bonus of +3 to Mind for the rest of the scene.

Charm Flux

Charm Whimsies

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Whimsies. It doesn't change their basic nature; even when charmed they are still destructive and unreliable.

Confusion

Basic Action

Make an opposed Charm check against all hostile creatures in a diameter equal to your Mind. Those you succeed against act randomly on their next basic action. Those against whom you scored an Outcome matching their Mind act randomly on each of their basic action until the end of the en of the next round, or auntil n interaction Setback convinces them otherwise. If attacked by one of your allies, the confusion breaks.

Targets act randomly per this table. The target still controls his own trigger actions, Fortune and so on. If the action is impossible for some reason, the creature does nothing.

  1. Act normally. This also ends the confusion.
  2. Take a Full Move in a random direction, turning to use as much as possible of his movement.
  3. Stand about babbling incoherently
  4. Try to Scare the nearest creature.
  5. Attack nearest creature
  6. Attack nearest ally

A monster affected by this power treats a result of 1-4 as "act normally".

Daredevil Inspiration

Trigger Action

You inspire others to be independent, reckless, and to rely on luck. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident re-roll. This applies to most uses of the Dodge skill. You can even help someone who failed to resist a roll against his Dodge, allowing him to make a Dodge roll and use the result if higher than his passive value. Daredevil Inspiration can apply to other skills and rolls as determined my the GM.

Fall Down Finisher

Limit Break

You can use a Finisher on someone you drink under the table or who is otherwise oblivious due to intoxication. Making someone do this in an appropriate situation is generally a Common Ground stunt with an Outcome matching the target's Body. It may take a separate stunt to get them drinking in the first place.

Overcome Inhibitions

Basic Action or Limit Break

Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a limit break. If successful, your targets have their social inhibitions removed. They will do things that decorum would normally prevent them from doing, as long as those things agree with their personal motivations rather than cultural norms. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Up the Ante

Basic Action

You invoke a large amount of raw flux in a creature with an opposed Charm roll. Against a voluntary creature, this is automatic. The next die roll that creature makes is treated as a boxcars result, resulting in either a critical success or a fumble depending on whether the intended action failed or succeeded. Note that boxcars overrides a Condifent or Stymied roll.

Charm Force

Charm Aberrations

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Aberrations. Aberrations are still alien beings even when charmed, and you are not protected against their alien nature.

Music of the Spheres

Basic Action

Everyone dances to your music. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed lose three shots dancing. Those against whom you get an outcome matching their Mind join a stately dance until the end of the scene.

Dancers stay in the initial area, as specified when you used the power. If somehow brought outside this area, the power ends. If targets are attacked or under immediate threat, the power ends as well.

Charm Gifts

Charm Monsters

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Gifted creatures such as mutants, supers, and monsters.

Escalation

Limit Break

You get a bonus of +1 to all your skill values until the end of the scene. This bonus stacks with itself up to a maximum of +3.

Gifted Companion

Basic Action

You have a Gifted companion, a Henchman Extra with a maximum skill equal to your Charm who looks out for your interest and will accompany you on adventures. Companions are very varied and form and function, they often take on the role of sidekicks, mounts, squires, or war beasts. Some companions serve out of a sense of loyalty, others serve to work off a debt or because you have a hold on them.

You can communicate with your companion as a Basic Action, and the companion can do the same with you, regardless of distance.

Spirit Friends

Limit Break

You have the ability to befriend and gain help from minor spirits and supernatural creatures you encounter. These spirits hang around you, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these spirits are around, they will try to help you. They are minor spirits, but can help in small ways by keeping track of foes, keeping you updated on what's going on or haunting your enemies keeping them awake at night. In a pinch they may fight for you, but that is not their normal behavior.

Your Spirit Friends collectively is a Swarm of Minion Extras with a skill based on your Charm. Its exact composition is highly mutable; you can summon or change the composition of your spirit swarm as a Limit Break, allowing you to change it for a specific situation. Most often, it is simplest to just make a Charm check to see if your spirit friends can accomplish their objective, with the assumption that they have whatever powers and skills are needed for minor tasks such as spying, haunting an area, and the like.

Charm Ice

Ice Inspiration

Trigger Action

You inspire others to be cool, aloft, and coldly calculating. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of Shoot, and to other skills and rolls as determined my the GM.

Charm Ice Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Ice Elementals.

Charm Illusion

Charm Spectres

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Spectres.

Consensual Reality

Basic Action

You can transfer control of an illusion to the collective subconscious of those present. This means you no longer have to concentrate or maintain a stance to control the illusion, and it will behave as everybody present and believing in it expects it to act. Thus, an illusion of a guard will continue his duties, but could be relived by other guards or even play a simple game of dice with them. The illusion's effective skill is equal to the number of people who are currently sensing and believing in it, which can make consensual reality very hard to disbelieve. However, it doesn't make the illusory creature any more powerful, not does it grant abilities the original illusion did not have.

Glamored Gift

Basic Action

You describe an object to your target and change the appearance an object you take out or present.

The Body of the imitated object is the difficulty, and the illusion remains on the object 15 minutes per point of Outcome. If the object has a Body higher than your Mind. you suffer a -1 penalty per point of difference. With an opposed Charm roll the illusion will pass inspection. Extremely valuable or intricate objects count as having a high Body when calculating the difficulty, at the GMs discretion.

The illusion will conform to the general description you gave, but gets its exact details from each observer's mind. This means that each observer sees a slightly different object. People discussing the details of the object can make Create rolls against your Charm to discover they are not seeing the same thing.

Illusion of Normality

Basic Action or Limit Break

Win an opposed Charm check to convince others that a situation is in fact perfectly normal; that there is no need to act on it or protest against it. The target turns a blind eye and acts that would normally cause alarm or consternation. Nor will targets report the event afterward on their own initiative, tough they will remember it in a detached way if asked or reminded. Direct threat or harm to the target or its friends breaks the illusion. It otherwise lasts for a scene.

As a Basic Action, this affects one target. As a Limit Break this affects all targets in a radius equal to your Charm. Unnamed bystanders and other uninvolved parties are generally automatically affected with no need for a roll.

Mask

Basic Action

You assume an illusory appearance. This can be anything of the same basic form and from half to twice as big as you are. Mask is an Acting & Disguise stunt. You can mimic a specific person if you are familiar with their looks and mannerisms or have used Capture Scene on them.

You can use Mask on another, but they must use their own Charm to keep it up and you must renew the Mask every hour or so.

Mask of Normality

Stance

You disguise yourself as perfectly normal, unworthy of special attention, with no need to act on or protest against you. Observers turn a blind eye towards actions and appearance that would normally cause alarm or consternation. Nor will they report the event afterward on their own initiative, tough they will remember it in a detached way if asked or reminded. Threat or harm to the target, its friends or interests breaks the illusion as will actions that would cause alarm if done by an ordinary person, such as moving past a guard at a check point.

Phantasm

Basic Action

You can send false sensory signals to a subject's mind. The subject sees, hears, smells, feels or tastes something that isn't there. The nature of the phantasm is entirely up to you, but a believable phantasm is generally more effective. The target, and only the target, can interact with the phantasm, and it behaves as an unnamed character or normal object would.

Use the rules for Interaction Stunts, nothing that anything is possible, but not everything is believable. To maintain a Phantasm you need to spend a Basic Action on it each round, at the end of a round in which you did not spend an a Basic Action on it, it disappears. Sometimes, the GM might demand further Charm rolls to see how believable the phantasm is.

Skit

Basic Action

This is an illusion of one or more creatures, designed to fool or create an artistic effect - but not necessarily a comedy. To maintain a Skit you need to spend a Basic Action on it each round, at the end of a round in which you did not spend an a Basic Action on it, it disappears.

You can make up to Mind creatures, with no more than Charm meters between any two creatures that are part of the same skit.

Skit are interaction stunts, using opposed Charm skill rolls to try and trick onlookers into believing in them. A well thought out Skit can often get a hefty situation bonus, and all who see the Skit can be fooled by a single use; make a separate roll against each potential target. What the Skit is trying to achieve might not be relevant to all onlookers, some may simply not be interested and the Charm skill roll penalized accordingly or simply skipped as irrelevant.

In combat, a Skit can fool people, making them waste shots or suffer setbacks, but it does not create a target or attacker. A Setback might make targets may believe they are being attacked or attacking a target and act appropriately, but that is a part of the setback, not of the skit power.

Steal the Stars

Basic Action

You fool the the target into thinking you stole something from the environment that is not absolutely essential, but that the target treasures. Examples include the sun, the color blue, stars, moon, a landmark, a creature, or other thing significant to the target.

Make an opposed Charm (selecting an appropriate thing to steal is part of this). On a success, you have stolen this precious phenomenon from the target. The stolen thing becomes a palm-sized object in your hand. Until the target recovers the stolen object, it cannot spend Fortune points. This is a Curse, but anyone holding the object created can end it by giving it to the target or restoring it to its place in the target's perception. Anyone holding the object can use it as an Advantage against the target, which ends the power. Otherwise the object can be dispelled, but not physically destroyed.

Charm Life

Corners of the Mouth

Basic Action

Make a wisecrack, quotation from the classics, or other mysterious or inspirational remark. The person you directed this at is immediately focused.

Life Inspiration

Trigger Action

You inspire others to be sensual, libidinous, and generous. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Charm skill, and to other skills and rolls as determined my the GM.

Sexual Influence

Basic Action

You can only use this power against someone you have just brought to orgasm. Make an opposed Charm roll. If you succeed, you can use a Finisher against him, just as if you had defeated him in combat.

Sleep

Basic Action or Finisher

Make an opposed Charm roll, on a success the target loses three shots napping and cannot use his Recon, using his Mind instead until his next shot comes up. If the attack scores an Outcome matching the target's Mind, the target loses all remaining shots. If used out of combat, the target is momentarily distracted and doesn't realize something strange happened. If performed as a Finisher, the target is permanently asleep and the effect is a Curse.

The Master's Voice

Trigger Action (Focus)

If someone else takes a Basic Action to praise you, you can use this schtick to focus. This can always be used in front of an appreciative audience, whose constant praise you thrive on.

Charm Light

Angelic Visage

Stance

You gain the appearance of a being of light; your intentions seem clear and guileless and you looks put people at ease. You can treat Charm tasks against creatures that have a good or indifferent attitude against you as Routine, which almost guarantees a good result on everyday tasks. You still roll normally when trying to use charm against people who are hostile or suspicious.

Best Intentions

Basic Action or Limit Break

Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a limit break. If successful, you and all targets have only the best intentions for each other, expressing opinions honestly and accepting what is said in the best possible light. Interactions playing on this cause a Setback on a simple success, tough such setbacks are of course beneficial, indicating agreement, full disclosure, and good and honest handshake deals. This lasts until the end of the scene. Interactions against people not affected by the power do not change.

Discern Motivation

Basic Action

With a opposed Charm roll you can peek at a creature's soul and discern what motivates it, what it feels affection for, and what kinds of things would inspire it. This often gives you hints on how to best interact with the creature. If you are willing and able to use this information, which puts demands on your actions, you gain a +3 bonus on Charm checks against a creatures whose motivations you have discerned.

Light Inspiration

Trigger Action

You inspire others to act in an enlightened and benevolent fashion, facing situations with direct, virtuous actions and placing the safety of others above their own. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Melee skill, and to other skills and rolls as determined my the GM.

Light of Truth

Limit Break

You create a static circle of light with a diameter equal to your Mind lasting until the end of the scene. This area is brightly lit, and the light also has a spiritual dimension; it is difficult to lie, cheat, hide or otherwise use deception in this area. Subtract your Mind from all such attempts. It is still possible to omit and withhold information, as long as no falsehoods are spoken and no new false impressions created. Light of Truth is obvious; the glare makes deception obviously awkward.

Power of Light

Trigger Action (Focus)

Whenever someone in your vicinity takes a good and selfless action, taking a risk or making a sacrifice for someone else rather than for expected benefits to themselves, you can focus. If you are the one taking the action, the GM should be a little more strict on the goodness, but using Power of Light does not in itself count as being selfish.

Vision

Limit Break

You get a vision of something that greatly concerns you or someone in your presence who you use the power for. The vision can contain factual information or advice, depending on the situation and story needs.

You do not pick the target of Vision, the power picks an appropriate target automatically. Range is not a factor. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Charm Magic

Enchantment

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

What creatures you can use this against depends on what Forms you know, read on the Creatures and Forms table.

Magical Gift

Limit Break

Each time you use Magical Gift, select one power that usually only affects yourself and a number of creatures equal to your Mind attribute, who must all be within Mind meters. For the rest of the scene, all these creatures can use this power just as if they had it themselves. You can only maintain one power at a time using Magical Gift, but you can learn Magical Gift multiple times to be able to maintain several different powers. Each is still a Limit Break to activate.

Charm Metal

Dragon Debt

Limit Break

Select an object you formerly owned. You call the creature carrying the object to you. Make an opposed Charm roll, ignoring range modifiers. On a success the target is overcome with a compulsion to move towards you and return the object for one hour per point of Outcome (minimum of 15 minutes). You know if the power is still working or has been broken, but nothing more. If you leave the locale where you used the power, it ends.

The target will move towards you at normal Move. It knows what direction you are in, and will select what it thinks is the best path. If prevented from moving, the creature will struggle and even fight to be able to move on, but is not compelled to spend any Fortune or use powers. Once the target arrives, it will offer you the object and stay around for one full round before the compulsion ends.

An opposed Charm roll against you to break the effect is allowed whenever a particular creature first tries to get the target to stop and each round when in combat or other direct danger. On a success, the effect is broken. The target knows where you are at and can communicate this fact to anyone it encounters or can contact, as long as doing so would nor make it stop moving for more than a single round.

Heroism

Limit Break

Select any one Schtick; the target can use this schtick for the rest of the Scene.

Magnetic Attraction

Basic Action

You set up an attraction between two people. Their eyes will meet, they will "randomly" come upon each other during normal social activities, but they are not emotionally attached to each other as a result of this power. An unaware or uncooperative target needs a successful opposed Charm roll to be affected. You need not affect both targets simultaneously, you can affect first one, then the other. One of the targets can be you.

What this does is that charm tasks like Common Ground and Seduction can continue even if a charm roll fails.

Magnetic attraction lasts as long as the two people remain in an area where they could conceivably meet - if one of them is out of contact for a day, the effect ends.

Metal Inspiration

Trigger Action

You inspire others to be precise, decisive and cooly confident. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of Melee, and to other skills and rolls as determined my the GM.

Charm Metal Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Metal Elementals.

Charm Mind

Charm Person

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Folk.

Cricket Voice

Finisher

You create a copy of your own mind in the subconscious of the subject; an alternate ego or conscience that can converse with the target and advice him, representing your ideals and giving advice and suggestions you would have given if you were there. The cricket voice can be very persuasive, using your Charm. If the target tries to ignore or shut out the voice completely, it can cause distractions, causing the victim to lose a Fortune point per infraction. The Cricket Voice is removed as if it was a Curse.

Dazzle

Basic Action

Make an opposed Charm roll to dazzle each enemy in a diameter equal to your Mind. On a success the target is dazzled on his next basic action. On an Outcome matching the target's Mind he is dazzled for the next three actions.

A dazzled target does nothing except gape at you. If you are not in sight, he follows you, using his Move before taking each basic action, spending the movement portion of the basic action to do so. He stops when he comes into line of sight. If his move ends further away from you than your Charm in meters, of if he is attacked or under immediate threat, the effect breaks.

Mind Inspiration

Trigger Action

You inspire others to be observant, reasonable, unbiased, open-minded or even vacillating. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Charm skill, and to other skills and rolls as determined my the GM.

Mindspeech

Basic Action

You can communicate telepathically with the minds of other creatures within sight. Once this contact is established, you can maintain it at a distance of up to a Mind kilometers. You can maintain this communication with a number of other creatures equal to your Mind and it is possible for you send certain messages only to certain members of the group. This is communicative telepathy only; targets must actively broadcast their thoughts and no mind reading is possible. Mindspeech can relay spoken messages and basic sensory experiences such as vision, scent etc., but complex subjects are just as hard to explain telepathically.

Sense Thoughts

Basic Action

You can read the surface thoughts of a creature you can see and eavesdrop on telepathic communication. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Suggestion

Basic Action

Allows you to impose your will on a subject. The difficulty is your target's Charm. The subject will obey a single short instruction, following its spirit as well as its letter. Instructions to which the target objects strongly require an Outcome equal to his Mind.

In an intense situation, such as combat, the instruction only affects the opponent's next Basic Action, which must be taken when his next shot comes up. Unless the Outcome matches the target’s Mind, it will only cause the target to lose shots in confusion, not to actually do anything. Out of combat, it lasts 15 minutes per point of Outcome.

Posthypnotic suggestions can lie dormant and activate at a later time to a specified trigger. They fade naturally in a few days if not triggered.

Wish Fulfillment

Basic Action

Make an opposed Charm roll against a creature to discover what it's wishes in the the moment are. This tells you what kind of action, gift or stimulus would please the target right now. If you act out this fantasy, you gain a bonus of Charm stunts against the target of +3. If you manage to really create a situation matching the dream, you score an automatic Setback against the target. This might require you to do things that you find repulsive, and some creatures have fantasies that repulse them when made reality.

Charm Order

Detect Lie

Inherent

You can detect spoken falsehood; when a creature within your Charm meters of you tells a deliberate falsehood, you know of it. You cannot penetrate deceit unless lies are involved. True but misleading statements are not detected.

Formal Dance

Basic Action

Everyone dances to your music. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed must spend a Basic Action dancing when their next shot comes up. Those against whom you get an outcome matching their Mind join a stately dance until the end of the next round or until they are attacked or directly threatened.

Dancers will move along with you, at their normal Move. They will not take double moves to follow you. If they are ever further away from you than their Mind in meters when their turn comes up, the charm is broken.

Message

Basic Action

This power carries spoken words between you and others. Message can carry messages up ten meters times your Charm, but cannot pass soil or sound-dampening materials. It can pass hard barriers like stone, concrete, brick, or metal. If any target is out of your reach even momentarily, the power fails for them.

You can send messages to a certain spot instead of to a specific target and try to send to creatures you are not sure are in range; these are power stunts. Message lasts for a scene.

Perfection of Effort

Trigger Action

Whenever you see someone else taking an action, you can support that action by invoking perfection on it. Make a confident Charm roll against the skill you are trying to assist; if you are successful the skill check becomes Routine. You cannot help yourself in this manner.

Quest

Basic Action or Finisher

You can bind someone to a promise he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath as a Basic Action with an opposed Charm roll. You can also force someone to accept an oath of your choice as a finisher.

As long as the quester acts to fulfill their oath, the get the benefits of Discipline. But should they stray, they will notice that fate turns against them, and they lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, they instead suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.

A Quest lasts until the oath is fulfilled or until dispelled as a Curse. Note that the oath bound person cannot himself strive to have the oath removed, or he will suffer from the dire effects of the Quest.

Status Quo

Basic Action

By unifying the power of public opinion, you prosecute the minority and create unity in the community. There must be a crowd of 50 or more people, and they must believe in your declaration of what is the status quo, though they need not be sympathetic to what your cause or agree with the values expressed in the status quo. As long as the dissidents and troublemakers form less than 25% of the crowd, they are Stymied on any action expressing their disagreement for the rest of the scene.

Charm Plant

Commune With Nature

Limit Break

You make a pause to commune with nature; depending on your Tradition you might be communing with spirits, divine beings, or reading telltale signs in a holistic system. This works much like using Gather Information, only your contact is the plant life of an area. Anything obviously affecting the plants will be easy to learn, things obtrusive to plants less so. Terrain features and creatures inhabiting the area are always known, but transients might be missed. The plant life knows of areas where their presence is hampered, such as in a house, but cannot give any detail of what is in such a space. This power extends into a circle with an diameter in kilometers equal to your Mind.

Plant Inspiration

Trigger Action

You inspire others to be calm, peaceful, quietly resilient, and stoic. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Create skill, and to other skills and rolls as determined my the GM.

Charm Plant Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Plant Elementals.

Charm Psi

Adaptive Psionics

Limit Break

When you use this power pick one Power of a Form you know; you can use this power until the end of the scene.

Alter Reality

Limit Break

Rather than pit your will directly against the inertia of the universe, you subtly alter the perception of the universe, making your effect a natural thing.

Choose one power when you use Alter Reality. For the rest of the scene, you can use this power with Charm instead of whatever skill it is normally based on.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Communal Power

Limit Break

Select one or more powers that are currently in use by someone in a Psychic Network you are also a part of. These powers become a natural part of the world, undetectable by powers that detect other powers unless the detection power is used within the original area and last for a full day. As long as a member of a Psychic Network you are part of visits the area at least once per day, the powers last. Powers that require active control will be dormant until activated by one of the Psychic Network.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Friend Bonding

Basic Action

You can include a willing close friend, blood relative, or loved one in a Psychic Network. There is no range limit.

Power Bank

Basic Action

Select one power known by a willing friend you are touching who will lend a power and one other person you are touching who will borrow the power. Either of these can be you. The borrower can use that power until the end of the scene - the lender loses the power for the same time. Either can negate the Power Bank with a Basic Action.

Psychic Insinuation

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

You can use this on any creature you touch.

Psychic Network

Basic Action

You maintain a psychic connection with others. To establish a psychic network, you must touch each person to be involved or use other powers that specifically establish such a network at range. Once established, the network exists until ended with a Basic Action by the creature leaving the network; normally you are assumed to leave networks at the end of a story, but in psionic societies they might well be permanent. It is also possible to refuse an invitation to a psychic network; this is not an action.

All creatures in a psychic network are connected to each other and gain the following benefits:

  • Can communicate with each other as if by speech as well as send empathic and sensory impressions. Those who know this power gain additional benefits.
  • Are Considered to be touching all members of the network for the purpose of using psychic powers, allowing the use of many powers over range that normally only work on touch.
  • Can avoid attacking each other when using area effects.

Charm Space

Aberrant Charm

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Aberrations.

Aberrant Mind

Inherent or Stance

Attempts to use divination and mind-reading powers against you can lead to dire consequences. When a creature uses such a power to learn information about you or your mind, you can make an opposed Charm check against them. On a success, they fail to gain any useful information and are Confused until the end of the round (for the first round if this starts detailed time).

This can either be a stance or inherent power. If it is inherent, your mind is alien and your behavior is obviously odd unless you somehow disguise yourself as sane.

Spatial Friends

Charm Range
(meters)
8 40
9 60
10 100
11 160
12 250
13 400
14 600
15 1,000
16 1,600
17 2,500
18 4,000
+5 x10

Basic Action

Touch a willing friend to create a spacial link to his location; you can now see and talk to this friend and use powers as if you had line of sight, ignoring all cover. You can also use Teleport powers to move this friend, or to move to the location where this friend is.

The range of Spatial Friends depends on your Charm skill. The power ends if you move out of range. You can have several spatial friends at once, up to your Mind in number. The power normally lasts until the end of a session, but the GM can judge that a mid-session break of a day or so breaks it.

Teleport Embrace

Basic Action

Select up to your Mind willing targets you can touch or who touch each other - it is possible to form a chain of hands. The next time you use a Teleport power to move, these people go along with you.

Anyone who moves out of touch with the chain of hands breaks the effect.

Charm Spiritual

Awaken Power

Limit break

You can awaken and converse with lingering spell effects as if they were intelligent creatures. If you are charming enough, they may let you off, or even change sides. Make an opposed Charm roll against the creator of the power. If you succeed, you can convince the power to change its effect in a minor way, moving about one meter or changing target from you to something harmless. On an outcome matching the creator's Mind, you gain control of the effect as if you were the user of the original power, or you can cancel the effect and then use it once during the current scene.

Focus of the Soul

Finisher

You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. While you can use this on voluntary targets, it only works on allies when there is a concrete issue for you to help them with. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target.

  • Any successful interaction you use against the target causes a Setback.
  • You can use a Trigger Action to cause any action the target takes to be Stymied.
  • As a Basic Action , you can make the target Focused.

This also allows you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but success hinges on the target's willingness to cooperate.

Listen to the Heart

Basic Action

You are sensitive to the wishes and dreams of spiritual people, especially those sharing your faith and/or credo. You can sense the mood of a congregation, and know if there is dissident or doubt. You can sense the dreams people have, especially if projected as prayer. You can get a general feeling for a person with an opposed Charm roll, particularly in regard to to matters of faith.

Sealing

Finisher

This power seals away, confines, and placates a supernatural creature, making it harmless. Supernatural creatures include Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead. The creature does not need to breathe, eat, or drink while bound, nor does it age. It can use its powers, but only on voluntary recipients; an unwilling target is automatically immune. It cannot use powers on itself. Choose one of the following forms of confinement:

  • Slumber: The creature falls into a deep, comatose sleep. If harmed, it is freed. It can be temporarily awakened for short conversations.
  • Chaining: The subject is confined to the spot it occupied when it received the power, but can act normally there. Nothing can move the creature from the spot as long as the power is active.
  • Idolatry: The subject is imprisoned in an object. It is comatose, but any creature touching the object can awaken it and communicate with it. The creature cannot leave the container unless it is broken.
  • Metamorphosis: The creature is transformed. If the shape it has been transformed into is slain, the creature is released.
    • It assumes gaseous form, except for its head or face.
    • It is shrunk to a height of 1 inch or less.
    • It is transformed into a mundane animal or person.
  • Combination You can combine several kinds of confinement.

Other than noted above, Sealing can be broken like a Curse.

The duration depends on the outcome of an opposed Charm check. It is common practice to institute a yearly ceremony to re-seal a powerful creature bound this way. The power can be extended by casting this ritual again and achieving a better duration than the current sealing.

Charm Check Result Duration
Negative A month and a day
0-2 A year and a day
3-5 A decade and a day
6-9 A century and a day
10 or higher A millennium and a day

Spirit Gossip

Limit Break

You talk to spirits and listen to what they have to say; the result is similar to Gather Information, only you learn of things relevant to spirits instead of people.

You listen to rumors in a radius of 100 meters times your Charm, but if there is a distinct territorial division in the area the power's effects do not cross such a boundary. Examples of such borders include a specific cave complex, city/countryside limits, a shore separating land and sea, or the limits of a major forest or other distinctive terrain limit. The ritual must be performed in the locale you wish to inquire about, and involves wandering around and actually conversing with spirits, which might be dangerous in certain places.

Spirit Guide

Basic Action

You have a principle as a spiritual companion, a Henchman Extra with a maximum skill equal to your Charm who looks out for your interest and will accompany you on adventures. Spirit guides generally have Spirit Form as their natural form, with you as their medium.

You are in constant telepathic communication with your spirit guide. It sees advising you as it's primary role, but will also help you in other ways as needed.

Spiritual Inspiration

Trigger Action

You inspire others to be inspiring, pious, and devout. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Impress skill, and to other skills and rolls as determined my the GM.

Charm Tech

Compartment

Inherent

A hidden compartment somewhere on your body. It can hold a quarter-liter of stuff or a weapon with Concealability: Pocket. A compartment is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a Body Cavity Search; even so, an opposed Charm is required.

Small (thumb-sized) compartments work the same and can be had for free for anyone in a cyber setting who has mastered the Technology Form.

Cybersnake

Basic Action

A telescopic tentacle that can extend up to one meter to attack or manipulate objects on your mental command. The cybersnake is usually hidden in the mouth or abdomen, but can be fitted as an additional function of a Prosthetic limb. It can extend to about 2 meters from your torso but gets weaker as it reaches out.

A cybersnake is not a viable weapon for general combat, but can be very effective as a surprise attack. Once per scene when somebody unaware of your intent to use the snake touches you make an opposed Charm roll as an attack with Body +5 damage.

It can also be used to surreptitiously manipulate items as if you had Sleight of Hand. If the attempt is noticed, it is the cybersnake they see, tough that can generally be connected to you in short order.

Cybernetic Implant

Inherent

Pick one stance power. That stance is installed in a surgically implanted device, and the power of the stance becomes Inherent and is always on. Cybernetic implants can be subtle or discrete as a matter of style, but they can be detected by sophisticated sensors or with an opposed Charm check.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Face Dance

Basic Action

Replace the skin and bone of your face with synthetic mass that can be molded into any facial appearance as well as change skin and hair coloration all over your body. It also alters your vocal chords, letting you mimic speech. This makes disguise a speedy and easy process. If combined with a Skin Graft, you can change the shape of your entire body on a whim.

Pheromone Control

Basic Action

Pheromone control allows you to manipulate nearby people by means of pheromones. Pheromones are scent-like substances used by people and animals to communicate on a subconscious level. Manipulation on such a primal level can be dangerous, lending itself best to inducing needs that can be immediately gratified. If you try to induce subtle feelings or long-lasting relationships, Pheromone Control may backfire. It is thus best used to get into someone's close presence, where normal Charm can proceed. This only works against creatures whose racial pheromone sets have been programmed into the unit, and anyone with a breather mask or somehow otherwise immune to poison or inhaled gases can ignore it.

What this does in game terms is that with an opposed Charm roll, you can create a social connection between you and another person. That person will focus his attention on you, for good or bad. Depending on the mood, this might involve sex, combat, or just conversation. He will ignore normal distractions and is generally willing to follow you a short way in order to interact there.

Skin Graft

Inherent

A cosmetic modification. With skin graft, you can look like anyone or anything with a basic body shape similar to your own. You cannot turn into a baby or a crocodile using this system, but can change your body mass from half to double normal. The operation takes a few days of hospitalization, so appearance cannot be changed on a whim, but if you also have Face Dance, your entire bodily appearance can be changed at a whim. A change in mass means you have to ingest or expel the relevant amount of matter, generally water but extreme changes require a nutrient broth.

Subdermal Armor

Inherent

A weave of protective fibers is implanted under your skin. This is normally not visible but can be noticed on a Pat-Down search. You gain 4 points of armor, giving you a Toughness equal to your Body +4.

Subdermal Weapon

Inherent

You have a weapon of Concealability Pocket or less surgically implanted in your arm; you can hide or activate this weapon at any time. A subdermal weapon is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a Strip Search.

Technological Inspiration

Trigger Action

You inspire others to be detached, analytical, and focused on results without regard to distractions or side effects. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Create skill, and to other skills and rolls as determined my the GM.

Weapon Arm

Inherent

You have a weapon of Concealability jacket or less implanted in your arm cyber arm; you can hide or activate this weapon at any time. If you do not have a prosthetic cyber arm, you get a simple cybernetic arm that functions as a normal arm to hide the weapon in.

A Weapon Arm is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a close inspection; even so, an opposed Charm is required. The prosthetic arm is not so cloaked (unless you have other powers that do so).

Charm Time

Charm Time Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Time Elementals.

Loan From The Future

Limit Break

Select any one Schtick (not a Power). You know this Schtick until the end of the scene or until you use this power again.

Time Inspiration

Trigger Action

You inspire others to be curious, precise, and fast. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Maneuver skill, and to other skills and rolls as determined my the GM.

Time Out

Basic Action

You can step out of time to observe and plan out a situation. No physical actions are possible during this time, but you can use the perception and knowledge elements of skill to analyze the situation at hand, as long as no physical action is required to do so. You can also converse with nearby allies - a number of creatures up to you Charm skill in number who must all be within earshot who can observe the situation just as you can. A time-out lasts for about a minute of subjective time for those affected, but no objective time passes for those not affected by the power.

Charm Water

Charm Water Elementals

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Water Elementals.

Fluid Motion

Limit Break

You give yourself or another creature you touch a bonus of +3 to Reflexes for the rest of the scene.

Go With The Flow

Basic Action

You make another character go with the flow of the situation. The target may immediately take what is normally a Basic Action without spending any shots. This action must be the same one the target or an ally took on their last action, or an action that is caring, mercurial, or spiritual.

If the action succeeds, the target also recovers one Hit.

Sea Inspiration

Trigger Action

You inspire others to be caring, mercurial, and spiritual. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Charm skill, and to other skills and rolls as determined my the GM.