Emote Dark (Action Powers)

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Main article: Powers (Action)

Charm Devils

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 Devils. It doesn't change their basic nature; even when charmed they will try to cause harm and strife because it is in their nature, but they will never break the letter of an instruction.

Dark Focus

Trigger Action (Focus)

You can focus when you take Enervation damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you. You can also focus when in complete darkness.

Dark Inspiration

Trigger Action

You inspire others to be deceptive, self-indulgent, and bestial. 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 Maneuver skill, and to other skills and rolls as determined my the GM.

Overcome Morality

Basic Action, Limit Break, or Trigger Action (Finisher)

You can inspire others to deeds of evil and selfishness, enhancing the darkness in their souls and reducing their sense of self and identity. 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. When done as a Finisher it is a Curse and lasts until removed.

You cannot control the targets exact actions, but while under the influence of this power, any moral inhibitions the target normally has are removed. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Power of Darkness

Trigger Action (Focus)

Whenever someone in your vicinity takes a an evil and unnecessarily cruel or destructive action, going out of their way to harm others and nor merely acting to benefit themselves, you can focus. If you are the one taking the action, the GM should be a more strict on the evil.