Emote Flux (Action Powers)
|Templates for Action|
- Main article: Powers (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.
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.
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.
- Act normally. This also ends the confusion.
- Take a Full Move in a random direction, turning to use as much as possible of his movement.
- Stand about babbling incoherently
- Try to Scare the nearest creature.
- Attack nearest creature
- Attack nearest ally
A monster affected by this power treats a result of 1-4 as "act normally".
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
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.
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
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.