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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
  
=== Fairy Debt ===
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===Charm Metal Elementals===
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{{Charm (Action Powers)}}
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This power only works on [[Metal Elementals (Action Creatures) | Metal Elementals]].
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=== Dragon Debt ===
 
Limit Break
 
Limit Break
  
Select an object you formerly owned. You call the creature carrying the object to you. Make an opposed [[Charm (Action)|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.
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Select an object you formerly owned. You call the creature carrying the object to you. Make an opposed [[Charm (Action)|Charm]] roll, ignoring line of sight and range modifiers. On a success the target is overcome with a compulsion to move towards you and return the object for one hour per point of Outcome (minimum of 15 minutes). You know if the power is still working or has been broken, but nothing more. If you leave the locale where you used the power, it 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.  
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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 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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An opposed [[Charm (Action)|Charm]] roll against you to break the effect is allowed whenever a particular creature first tries to get the target to stop and each round when in combat or other direct danger. On a success, the effect is broken. The target knows where you are at and can communicate this fact to anyone it encounters or can contact, as long as doing so would nor make it stop moving.
  
 
=== Heroism ===
 
=== Heroism ===
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Select any one Schtick; the target can use this schtick for the rest of the Scene.
 
Select any one Schtick; the target can use this schtick for the rest of the Scene.
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=== Magnetic Attraction ===
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Basic Action
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You set up an attraction between two people. Their eyes will meet, they will "randomly" come upon each other during normal social activities, but they are not emotionally attached to each other as a result of this power. An unaware or uncooperative target needs a successful opposed [[Charm (Action)|Charm]] roll to be affected. You need not affect both targets simultaneously, you can affect first one, then the other. One of the targets can be you.
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What this does is that it brings about many "chance" encounters and charm tasks like [[Emote_(Action_Powers_Technique)#Common_Ground|Common Ground]] and [[Emote_(Action_Powers_Technique)#Seduction|Seduction]] can continue even if a charm roll fails.
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Magnetic attraction lasts as long as the two people remain in an area where they could conceivably meet - if one of them is out of contact for a day, the effect ends.
  
 
===Metal Inspiration===
 
===Metal Inspiration===
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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 trigger action to give him an immediate [[Actions_(Action)#Confident_Roll|Confident]] reroll. This applies to most uses of [[Melee (Action) | Melee]], and to other skills and rolls as determined my the GM.
 
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 trigger action to give him an immediate [[Actions_(Action)#Confident_Roll|Confident]] reroll. This applies to most uses of [[Melee (Action) | Melee]], and to other skills and rolls as determined my the GM.
 
===Charm Metal Elementals===
 
{{Charm (Action Powers)}}
 
 
This power only works on [[Metal Elementals (Action Creatures) | Metal Elementals]].
 

Latest revision as of 14:01, 5 May 2023

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Main article: Powers (Action)

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.

Dragon Debt

Limit Break

Select an object you formerly owned. You call the creature carrying the object to you. Make an opposed Charm roll, ignoring line of sight and range modifiers. On a success the target is overcome with a compulsion to move towards you and return the object for one hour per point of Outcome (minimum of 15 minutes). You know if the power is still working or has been broken, but nothing more. If you leave the locale where you used the power, it ends.

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 the compulsion ends.

An opposed Charm roll against you to break the effect is allowed whenever a particular creature first tries to get the target to stop and each round when in combat or other direct danger. On a success, the effect is broken. The target knows where you are at and can communicate this fact to anyone it encounters or can contact, as long as doing so would nor make it stop moving.

Heroism

Limit Break

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

Magnetic Attraction

Basic Action

You set up an attraction between two people. Their eyes will meet, they will "randomly" come upon each other during normal social activities, but they are not emotionally attached to each other as a result of this power. An unaware or uncooperative target needs a successful opposed Charm roll to be affected. You need not affect both targets simultaneously, you can affect first one, then the other. One of the targets can be you.

What this does is that it brings about many "chance" encounters and charm tasks like Common Ground and Seduction can continue even if a charm roll fails.

Magnetic attraction lasts as long as the two people remain in an area where they could conceivably meet - if one of them is out of contact for a day, the effect ends.

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 trigger action to give him an immediate Confident reroll. This applies to most uses of Melee, and to other skills and rolls as determined my the GM.