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

From Action
Jump to navigation Jump to search
(Fey Inspiration)
Line 17: Line 17:
  
 
You and allies within [[Charm (Action)|Charm]] meters increase their [[Reflexes (Action)|Reflexes]] until the end of the scene, up to a maximum of +3.
 
You and allies within [[Charm (Action)|Charm]] meters increase their [[Reflexes (Action)|Reflexes]] until the end of the scene, up to a maximum of +3.
 +
 +
===Fey Inspiration===
 +
Trigger Action
 +
 +
You inspire others who try to cause bewilderment, fascination, or who are in tune with nature. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate [[Actions_(Action)#Confident_Roll|Confident]] reroll. This applies to most uses of the [[Dodge (Action) | Dodge]] skill and to other skills and rolls as determined my the GM. When used with [[Dodge (Action) | Dodge]] this allows a [[Actions_(Action)#Confident_Roll|confident roll]] to add to the target's [[Dodge (Action) | Dodge]] to thwart a successful attack, as if the target had spent a [[Fortune (Action)|Fortune]] point.
  
 
=== Spirit Friends ===
 
=== Spirit Friends ===

Revision as of 13:32, 22 July 2016

ActionT4 logo
Templates for Action
Main article: Powers (Action)

Faerie Mask

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures abilities and statistics in place of your own, with one exception; you still use your own Charm skill and schticks (but not powers).

It takes an Charm roll against the creature's Dodge or Impress to assume the creature's form. You only have limited access to the creature's memories, remembering things pertinent to the situation and to questions you are asked. This allows others to interrogate you as if you were the creature whose form you assume, but they must still overcome your skills to get relevant information out of you, and thus out of your assumed form.

During combat, you must roll each round in which you remain shape-changed, you need to use this power and roll your Charm against the creature's Dodge or Charm in order to extend your control over your transformed self until the end of the following round. You can try repeatedly in each round During combat, you must succeed at this action each round or you lose control, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control.

When you lose control of your shape, it will act as that creature normally would. It is aware that it is in a strange situation and might recognize your allies as enemies. It is likely to try and manipulate the situation to its advantage, tough a brutish creature might simply attack. You can try to regain control at the end of each scene, the third time you fail a control check the power ends instead of you losing control.

As long as you remain in control, you can end the power and resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you take, that is a Charm stunt.

Festival

Limit Break

You and allies within Charm meters increase their Reflexes until the end of the scene, up to a maximum of +3.

Fey Inspiration

Trigger Action

You inspire others who try to cause bewilderment, fascination, or who are in tune with nature. 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 Dodge skill and to other skills and rolls as determined my the GM. When used with Dodge this allows a confident roll to add to the target's Dodge to thwart a successful attack, as if the target had spent a Fortune point.

Spirit Friends

Limit Break

You have the ability to befriend and gain help from minor spirits and supernatural creatures you encounter. These spirits hang around you, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these spirits are around, they will try to help you. They are minor spirits, but can help in small ways by keeping track of foes, keeping you updated on what's going on or haunting your enemies keeping them awake at night. In a pinch they may fight for you, but that is nor their normal behavior.

Your Spirit Friends collectively is a Swarm of Minion Extras with a skill based on your Charm. Its exact composition is highly mutable; you can summon or change the composition of your spirit swarm as a Limit Break, allowing you to change it for a specific situation. Most often, it is simplest to just make a Charm check to see if your spirit friends can accomplish their objective, with the assumption that they have whatever powers and skills are needed for minor tasks such as spying, haunting an area, and the like.

Steal Name

Limit Break

By stealing an object belonging to another creature, you gain power over that creature. Make a Charm roll against the Charm of an adjacent creature. On a success, you get a part of that creatures True Name and can use that true name once, but must do so before the end of the session. If you score an outcome matching the target's Mind, you learn its full True Name. In combat or other situations where the target is wary, it takes an outcome matching the targets Dodge to steal a full true name.