Emote Electricity (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
Charm Electric 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 Electric Elementals.
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.
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.
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.
You give yourself or another creature you touch a bonus of +3 to Reflexes for the rest of the scene.