Emote Flux (Action Powers)

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Main article: Powers (Action)

Charm Demons

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 Demons. It doesn't change their basic nature; even when charmed they are still destructive and unreliable.

Daredevil Inspiration

Trigger Action

You inspire others to be independent, reckless, and to rely on luck. 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 Dodge skill. You can even help someone who failed to resist a roll against his [[Dodge (Action) | Dodge], allowing him to make a Dodge roll and use the result if higher than his passive value. Daredevil Inspiration can apply to other skills and rolls as determined my the GM.

Flux Focus

Trigger Action (Focus)

When either die comes up a 6 on the die roll for an action, 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.

Overcome Inhibitions

Basic Action or Limit Break

Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a limit break. If successful, your targets have their social inhibitions removed. They will do things that decorum would normally prevent them from doing, as long as those things agree with their personal motivations rather than cultural norms. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Up the Ante

Limit Break

You invoke a large amount of raw flux in somebody. The next die roll that creature makes is treated as a boxcars result, resulting in either a critical success or a fumble depending on whether the intended action failed or succeeded.