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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
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=== Disciple ===
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Stance
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You have a companion, a [[Creature_Rules_%28Action%29#Henchman|Henchman]] [[Creature_Rules_%28Action%29#Extra|Extra]] with a maximum skill equal to your [[Charm (Action)|Charm]] who looks out for your interest and will accompany you on adventures. Disciples are usually students, but some can be animals or even monsters. Their role is somewhere between a friends, student, and servant. You can change disciples over time.
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You can communicate with your disciple regardless of language barriers. By activating the stance, you can give your disciple access to up to three powers or one schtick that you know. You need not be present to use this ability, it suffices that your disciple thinks about you and is inspired by you, and that you approve of the disciple. 
  
 
=== Display of Prowess ===
 
=== Display of Prowess ===

Revision as of 14:58, 9 April 2017

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Main article: Powers (Action)

Disciple

Stance

You have a companion, a Henchman Extra with a maximum skill equal to your Charm who looks out for your interest and will accompany you on adventures. Disciples are usually students, but some can be animals or even monsters. Their role is somewhere between a friends, student, and servant. You can change disciples over time.

You can communicate with your disciple regardless of language barriers. By activating the stance, you can give your disciple access to up to three powers or one schtick that you know. You need not be present to use this ability, it suffices that your disciple thinks about you and is inspired by you, and that you approve of the disciple.

Display of Prowess

Finisher

You gain insight into your opponent's personality, motivations, and goals. You also help your opponent to realize these things and gain insight into what is really important. You can play on these insights to gain a hold on your former opponent, either by offering support and gaining their friendship, or by using your insight to manipulate and control them.

Make an opposed Charm roll, on a success the target reacts as if you achieved a Setback on a social stunt. On an outcome matching his Mind he is overawed by your prowess and fall under your sway; any later successful social interaction you make against him is an automatic Setback. If the target tries to break your hold on him, this effect is treated like a Curse.

Focus of the Soul

Finisher

You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target.

  • Any successful interaction you use against the target causes a Setback.
  • You can use a Trigger Action to cause any action the target takes to suffer a -5 penalty.
  • As a Trigger Action, you can give the target the opportunity to focus - needing a Trigger Action from the target.

This can also allow you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but there is no guarantee of success.

While you can use this on voluntary targets, it only works on allies when there is a concrete issue for you to help them with.