Emote Death (Action Powers)

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Main article: Powers (Action)

Consume Identity

Trigger Action (Finisher)

You gain temporary access to the target's memories and physical form. For the duration of the story, you can access his memories, and you can assume his likeness; this lets you Disguise yourself as your target and you suffer no penalty for physical differences.

You can use this power on a corpse to assume their appearance while alive, but memories gained from decomposed corpses is incomplete.

Charm Undead

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 Undead.

Death Inspiration

Trigger Action

You inspire others to be morose, calm, and introspective. 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 Know skill and to other skills and rolls as determined my the GM.

Death Throes

Trigger Action (Focus)

You can focused when close to death. Whenever you are hit by Infection damage or otherwise subject to harmful Infection or otherwise subject to harmful Death powers, 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 you take a Damage Setback.

Hibernation

Trigger Action

You can enter a state of suspended animation where you appear to be dead for all practical purposes. You can do this as a reaction to taking a hit; to all appearances, that hit killed you. It takes close inspection (a basic action) and an opposed Charm roll to penetrate the deception. You register as dead to detection powers.

In this state, you cannot take actions, but you are aware of your surroundings, and you can continue to maintain stances. You are immune to Biological Damage. You are helpless and have a Dodge of zero, but you get to subtract twice your Charm from any damage you take. At the beginning of any round, you can decide to end the hibernation.

Unto Death and Beyond

Limit Break

A voluntary target swears an oath to take on some task "until death and beyond", foreswearing eternal rest to complete an objective. As long as the target works to fulfill this task, he benefits from Lifer Immunity. However, should he stray and let himself be distracted he will take a Hit each day and find himself unable to heal any damage naturally. The most horrific aspect of this power come into play of the target dies without fulfilling the task; in this case he can be called upon to appear as an Undead at some future date, as determined by the GM and generally under GM control. Such forsworn undead often have Immortality.