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

From Action
Jump to navigation Jump to search
(Whispering Wind)
Line 10: Line 10:
  
 
This power only works on [[Air Elementals (Action Creatures) | Air Elementals]].
 
This power only works on [[Air Elementals (Action Creatures) | Air Elementals]].
 +
 +
=== Whispering Wind ===
 +
Stance
 +
 +
You create a current of wind that will carry spoken words between you and your companions. There must be a passage of air between each target, and the range is counted along this passage. The passage can be tiny; a keyhole or the crack under a door suffices. The Whispering Wind can carry messages up ten meters times your [[Charm (Action)|Charm]] roll. If any target is further than this away from you, the power fails for them. You can only roll for this power once per round as you set up the stance. You can send messages to a certain spot and try to send to creatures you are not sure are in range; these are power stunts and generally suffer a penalty based on how well you know the place and how airy it is.

Revision as of 14:16, 26 January 2010

ActionT4 logo
Templates for Action
Main article: Powers (Action)

Air Inspiration

Trigger Action

You inspire others to be decisive, swift, open-minded, generous, brave, and honorable. 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 Melee skill, and to other skills and rolls as determined my the GM.

Charm Air 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 Air Elementals.

Whispering Wind

Stance

You create a current of wind that will carry spoken words between you and your companions. There must be a passage of air between each target, and the range is counted along this passage. The passage can be tiny; a keyhole or the crack under a door suffices. The Whispering Wind can carry messages up ten meters times your Charm roll. If any target is further than this away from you, the power fails for them. You can only roll for this power once per round as you set up the stance. You can send messages to a certain spot and try to send to creatures you are not sure are in range; these are power stunts and generally suffer a penalty based on how well you know the place and how airy it is.