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

From Action
Jump to navigation Jump to search
m (→‎Charm Animal: Fleshed out)
m (Call as a part of charm)
Line 10: Line 10:
  
 
This power only works on [[Animals (Action Creatures) | Animals]]. Assume that animals communicated with have the intelligence of small children, and that they can give fair recollections of what they have seen or experienced.
 
This power only works on [[Animals (Action Creatures) | Animals]]. Assume that animals communicated with have the intelligence of small children, and that they can give fair recollections of what they have seen or experienced.
 +
 +
You can also send out a call to animals of one species as a basic action. Make a skill roll; the call reaches any animal within this many kilometers. This call is one-way but can convey a message, usually a request for aid. The call is very persuasive and you can use your power skill as if it was [[Charm (Action)|Charm]] or [[Presence (Action)|Presence]] against them. In general, one animal will respond for each point of outcome, but never more than what is present. It takes the animals time to arrive.

Revision as of 11:38, 20 November 2007

Animal Merge

Stance

You can merge your consciousness with that of an animal or plant. Your body is in a trance while merging, and you are thus automatically surprised if attacked, but you can break the trance at will. While merged, you can communicate with the animal and sense everything the animal experiences. You mentally ride along as the animal moves. Except for perception and detection powers, you cannot use your own abilities through the animal. This is not mind control.

You must touch the animal when first merging. After that, you can maintain the merger over any distance.

Charm Animal

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 Animals. Assume that animals communicated with have the intelligence of small children, and that they can give fair recollections of what they have seen or experienced.

You can also send out a call to animals of one species as a basic action. Make a skill roll; the call reaches any animal within this many kilometers. This call is one-way but can convey a message, usually a request for aid. The call is very persuasive and you can use your power skill as if it was Charm or Presence against them. In general, one animal will respond for each point of outcome, but never more than what is present. It takes the animals time to arrive.