Difference between revisions of "Charm (Action Powers)"

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(Rewritten as enchantment, complete rule no reference)
 
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
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<noinclude>''This page should more properly be named Enchantment, but I have not moved it because it seems a bother to do so.''</noinclude>
 
Basic Action
 
Basic Action
  
You are supernaturally enchanting to certain creatures. You also master whatever form of communication they use, even if you are normally unable to communicate with them at all.
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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 (Action)|Charm]] roll. On an Outcome equal to the target's [[Mind (Action)|Mind]], the target falls for your enchantment. On a lesser success, add the outcome as a bonus to any later charm roll.  
 
  
Once some has been enchanted, 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 allies.
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Enchanting someone requires an opposed [[Charm (Action)|Charm]] roll. On an Outcome equal to the target's [[Mind (Action)|Mind]], the target falls for your enchantment. On a lesser success you gain an [[Stunt_(Action)#Advantage| advantage]].  
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A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
  
Someone who you have enchanted expects trust and help from you; if you are openly callous and disregard their interests they can make opposed [[Charm (Action)|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. In blatant cases of maltreatment the enchantment is automatically broken.  
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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.
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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 (Action)|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 over time and leaves fond memories. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
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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.

Latest revision as of 08:54, 2 May 2023

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Main article: Powers (Action)

This page should more properly be named Enchantment, but I have not moved it because it seems a bother to do so. 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.