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

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(Deep Meditation)
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
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=== Deep Meditation ===
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Limit Break
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You can enter a deep meditative trance where you analyze a problem or question, seeing it from all angles at once. While in a trance you cannot move but still perceive your surroundings. You can end the trance at any time. Deep Meditation primarily helps with questions of motivation, morality, and ethics - both your own and those of others. Range is not a factor. {{ : Scry (Action) }}
  
 
=== Disciple ===
 
=== Disciple ===
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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.
 
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.
  
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.
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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 15:55, 26 March 2018

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Main article: Powers (Action)

Deep Meditation

Limit Break

You can enter a deep meditative trance where you analyze a problem or question, seeing it from all angles at once. While in a trance you cannot move but still perceive your surroundings. You can end the trance at any time. Deep Meditation primarily helps with questions of motivation, morality, and ethics - both your own and those of others. Range is not a factor. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

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 Basic Action , you can make the target Focused.

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.