Difference between revisions of "Charm (Action Powers)"

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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.
 
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 (Action)|Charm]] roll. On an Outcome equal to the target's [[Mind (Action)|Mind]], the target falls for your enchantment. On a lesser success you [[Stunt_(Action)#Gaining_Advantage|gain an advantage]] that can be used onlater charm attempts.  
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Enchanting someone requires an opposed [[Charm (Action)|Charm]] roll. On an Outcome equal to the target's [[Mind (Action)|Mind]], the target falls for your enchantment. On a lesser success you [[Stunt_(Action)#Gaining_Advantage|gain an advantage]].  
  
 
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, and 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.
 
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, and 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.

Revision as of 15:53, 29 December 2011

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This page should more properly be named Enchantment, but I have not moved it because it seems a bother to do so. 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.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, and 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; only if you are openly 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. In blatant cases of maltreatment the enchantment is automatically broken.

Enchantment normally wears off over time, but can be maintained through continuous sue of the power. You leave your targets with fond memories 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.