Emote Order (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Home Ground
Limit Break
You bless a place and the people therein, giving them the benefits of Discipline. You must genuinely believe these people have a right to this place. As long as they are on Home Ground, they remain blessed, and so is anyone else who they accept as a part of their group. If they desert the place the power ends.
Law of Averages
Trigger Action (Focus)
When either die on the die roll for an action comes up a 1, you can focus. The GM might disallow this if you abuse it by making die rolls for meaningless actions. You can reroll the dice after you've focused, for example by using Fortune, and the focus is still valid.
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 Ride 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.
Quest
Basic Action
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. As long as the oath bound 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 a 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 can be stymied by giving them a two-point Impairment as long as they show their disagreement.