Emote Air (Action Powers)
|Templates for Action|
- Main article: Powers (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
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.
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.
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)
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.