Difference between revisions of "Emote Metal (Action Powers)"

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(Fairy Debt)
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The target will move towards you at normal [[Move (Action)|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 (Action)|Fortune]]. Once the target arrives, it will offer you the object and stay around for one full round before the compulsion ends.  
 
The target will move towards you at normal [[Move (Action)|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 (Action)|Fortune]]. Once the target arrives, it will offer you the object and stay around for one full round before the compulsion ends.  
  
The target is allowed an opposed [[Charm (Action)|Charm]] roll against you to break the effect whenever a particular creature first tries to get them to stop and each round when in combat or other direct danger. On a success, the effect is broken.  
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The target is allowed an opposed [[Charm (Action)|Charm]] roll against you to break the effect whenever a particular creature first tries to get them to stop and each round when in combat or other direct danger. On a success, the effect is broken.
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=== Heroism ===
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Limit Break
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Select any one Schtick; the target can use this schtick for the rest of the Scene.
  
 
===Metal Inspiration===
 
===Metal Inspiration===

Revision as of 20:42, 25 December 2011

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Templates for Action
Main article: Powers (Action)

Fairy 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. You know if the power is still working or has been broken, but nothing more.

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. Once the target arrives, it will offer you the object and stay around for one full round before the compulsion ends.

The target is allowed an opposed Charm roll against you to break the effect whenever a particular creature first tries to get them to stop and each round when in combat or other direct danger. On a success, the effect is broken.

Heroism

Limit Break

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

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 reflex action to give him an immediate 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. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.

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 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. Even after the power ends 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.