Difference between revisions of "Emote Water (Action Powers)"
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This power only works on [[Water Elementals (Action Creatures) | Water Elementals]]. | This power only works on [[Water Elementals (Action Creatures) | Water Elementals]]. | ||
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+ | === Drowning Embrace === | ||
+ | Basic Action | ||
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+ | You attempt to kiss or embrace the target. Make an opposed [[Charm (Action)|Charm]] check. On a success, you rouse the subject and gain an [[Advantage (Action)|Advantage]]. On a Setback, you can either make the target take a [Damage_(Action)#Damage_Setbacks|Damage Setback]] from drowning or use another Finisher you know. A target that can breathe water cannot be drowned, but can suffer a Finisher. | ||
=== Fluid Motion === | === Fluid Motion === |
Revision as of 16:47, 16 November 2021
Templates for Action |
- Main article: Powers (Action)
Charm Water 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 Water Elementals.
Drowning Embrace
Basic Action
You attempt to kiss or embrace the target. Make an opposed Charm check. On a success, you rouse the subject and gain an Advantage. On a Setback, you can either make the target take a [Damage_(Action)#Damage_Setbacks|Damage Setback]] from drowning or use another Finisher you know. A target that can breathe water cannot be drowned, but can suffer a Finisher.
Fluid Motion
Limit Break
You give yourself or another creature you touch a bonus of +3 to Reflexes for the rest of the scene.
Go With The Flow
Basic Action
You make another character go with the flow of the situation. The target may immediately take what is normally a Basic Action without spending any shots. This action must be the same one the target or an ally took on their last action, or an action that is caring, mercurial, or spiritual.
If the action succeeds, the target also recovers one Hit.
Sea Inspiration
Trigger Action
You inspire others to be caring, mercurial, and spiritual. 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 the Charm skill, and to other skills and rolls as determined my the GM.