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

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m (message, formal dance)
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You can detect spoken falsehood; when a creature within your [[Charm (Action)|Charm]] meters of you tells a deliberate falsehood, you know of it. You cannot penetrate deceit unless lies are involved. True but misleading statements are not detected.
 
You can detect spoken falsehood; when a creature within your [[Charm (Action)|Charm]] meters of you tells a deliberate falsehood, you know of it. You cannot penetrate deceit unless lies are involved. True but misleading statements are not detected.
  
=== Perfection of Effort ===
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=== Formal Dance ===
Trigger Action
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Basic Action
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Everyone dances to your music. Make an opposed [[Charm (Action)|Charm]] check against all creatures you select in a diameter equal to your [[Mind (Action)|Mind]]. Those you succeed must spend a Basic Action dancing when their next shot comes up. Those against whom you get an outcome matching their [[Mind (Action)|Mind]] join a stately dance until the end of the scene or until they are attacked or directly threatened.
  
Whenever you see someone else taking an action, you can support that action by invoking perfection on it. Make a [[Charm (Action)|Charm]] roll; the result of the action is based on the best result, yours or the person you are helping. You cannot help yourself in this manner.
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Dancers will move along with you, at their normal [[Move (Action)|Move]]. They will not take double moves to follow you. If they are ever further away from you than their [[Mind (Action)|Mind]] in meters when their turn comes up, the charm is broken.
  
=== Pied Pipe ===
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=== Message ===
 
Basic Action
 
Basic Action
  
Everyone dances to your music. Make an opposed [[Charm (Action)|Charm]] check against all creatures you select in a diameter equal to your [[Mind (Action)|Mind]]. Those you succeed lose three shots dancing. Those against whom you get an outcome matching their [[Mind (Action)|Mind]] join a stately dance until the end of the scene.  
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This power carries spoken words between you and others. Message can carry messages up ten meters times your [[Charm (Action)|Charm]], but cannot pass soil or sound-dampening materials. If any target is further than this away from you, the power fails for them.
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You can send messages to a certain spot instead of to a specific target and try to send to creatures you are not sure are in range; these are power stunts. Message lasts for a scene.
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=== Perfection of Effort ===
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Trigger Action
  
Dancers take a single move and try to end that move 2 meters away from you and dancing around you. If they ever are more than your [[Mind (Action)|Mind]] meters away from you, the power ends. If attacked by you or one of your allies, the power also ends.
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Whenever you see someone else taking an action, you can support that action by invoking perfection on it. Make a confident [[Charm (Action)|Charm]] roll against the skill you are trying to assist; if you are successful the skill check becomes Routine. You cannot help yourself in this manner.
  
 
=== Quest ===
 
=== Quest ===
 
Finisher
 
Finisher
  
You can bind someone to a promise or claim he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath. You can also force someone to accept an oath of your choice as a finisher. As long as the oathbound act to fulfill their oath, the get the benefits of [[#Discipline|Discipline]]. But should they stray, they will notice that fate turns against them, and they lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, they instead suffer another  Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.
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You can bind someone to a promise or claim he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath. You can also force someone to accept an oath of your choice as a finisher. As long as the quester act to fulfill their oath, the get the benefits of [[#Discipline|Discipline]]. But should they stray, they will notice that fate turns against them, and they lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, they instead suffer another  Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.
  
 
A Quest lasts until the oath is fulfilled or until dispelled as a [[Curse (Action)|Curse]]. Note that the oath bound person cannot himself strive to have the oath removed, or he will suffer from the dire effects of the Quest.
 
A Quest lasts until the oath is fulfilled or until dispelled as a [[Curse (Action)|Curse]]. Note that the oath bound person cannot himself strive to have the oath removed, or he will suffer from the dire effects of the Quest.
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Basic Action
 
Basic Action
  
By defining the standpoint of the majority, you prosecute the minority and create unity in the community. There must be a crowd of 50 or more people, and they must believe in your declaration of what is the status quo, though they need not be sympathetic to what you say. As long as the dissidents and troublemakers form less than 25% of the crowd, they can be stymied by giving them a two-point Impairment as long as they show their disagreement.
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By defining the standpoint of the majority, you prosecute the minority and create unity in the community. There must be a crowd of 50 or more people, and they must believe in your declaration of what is the status quo, though they need not be sympathetic to what you say. As long as the dissidents and troublemakers form less than 25% of the crowd, they are [[Stunt_(Action)#Stymie|Stymied]] as long as they show their disagreement.

Revision as of 12:11, 5 April 2018

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Templates for Action
Main article: Powers (Action)

Detect Lie

Inherent

You can detect spoken falsehood; when a creature within your Charm meters of you tells a deliberate falsehood, you know of it. You cannot penetrate deceit unless lies are involved. True but misleading statements are not detected.

Formal Dance

Basic Action

Everyone dances to your music. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed must spend a Basic Action dancing when their next shot comes up. Those against whom you get an outcome matching their Mind join a stately dance until the end of the scene or until they are attacked or directly threatened.

Dancers will move along with you, at their normal Move. They will not take double moves to follow you. If they are ever further away from you than their Mind in meters when their turn comes up, the charm is broken.

Message

Basic Action

This power carries spoken words between you and others. Message can carry messages up ten meters times your Charm, but cannot pass soil or sound-dampening materials. If any target is further than this away from you, the power fails for them.

You can send messages to a certain spot instead of to a specific target and try to send to creatures you are not sure are in range; these are power stunts. Message lasts for a scene.

Perfection of Effort

Trigger Action

Whenever you see someone else taking an action, you can support that action by invoking perfection on it. Make a confident Charm roll against the skill you are trying to assist; if you are successful the skill check becomes Routine. You cannot help yourself in this manner.

Quest

Finisher

You can bind someone to a promise or claim he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath. You can also force someone to accept an oath of your choice as a finisher. As long as the quester act to fulfill their oath, the get the benefits of Discipline. But should they stray, they will notice that fate turns against them, and they lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, they instead suffer another Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.

A Quest lasts until the oath is fulfilled or until dispelled as a Curse. Note that the oath bound person cannot himself strive to have the oath removed, or he will suffer from the dire effects of the Quest.

Status Quo

Basic Action

By defining the standpoint of the majority, you prosecute the minority and create unity in the community. There must be a crowd of 50 or more people, and they must believe in your declaration of what is the status quo, though they need not be sympathetic to what you say. As long as the dissidents and troublemakers form less than 25% of the crowd, they are Stymied as long as they show their disagreement.