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

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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 against lose three shots dancing. Those against whom you get an outcome matching their [[Mind (Action)|Mind]] join a stately dance until you stop performing.  
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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 against lose three shots dancing. Those against whom you get an outcome matching their [[Mind (Action)|Mind]] join a stately dance until you stop performing. You can take actions using [[Charm (Action)|Charm]] while performing.
  
 
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.
 
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.

Latest revision as of 08:23, 2 May 2023

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Templates for Action
Main article: Powers (Action)

Air Inspiration

Trigger Action

You inspire others to be swift, open-minded, generous, brave, and honorable. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. 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.

Pied Piper

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 against lose three shots dancing. Those against whom you get an outcome matching their Mind join a stately dance until you stop performing. You can take actions using Charm while performing.

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.

Winds of Charm

Trigger Action (Combo)

When you take a basic action to perform a melee attack, you can use this power to perform either a Distraction or Trick stunt before executing the attack.

Whispering Wind

Basic Action or Limit Break

You create a current of wind that will carry spoken words between you and others. 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. Make a Confident Charm roll. Your target can do the same to communicate back to you. The Whispering Wind can carry messages up ten meters times roll. If any target is further than this away from you, the power fails for them. If a particular message is extra important, the GM may require extra Confident rolls, this does not require an action. 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. Whispering Wind lasts for a scene. You can use Charm stunts and schticks (but not powers) through Whispering Wind. Performed as a Limit Break, the message travels at a Move equal to your Ride check every minute and can keep going a number of hours equal to your Mind.

Windrunning

Limit Break

You give yourself or another creature you touch a bonus of +3 to Move for the rest of the scene. Their final Move cannot be greater than your Charm.