Emote Fire (Action Powers)
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Charm Fire Elementals
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 Fire Elementals.
You make creatures rage and attack their allies. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed against will spend their next action moving towards and attacking the nearest creature with their normal mode of attack. Those against whom you get an outcome matching their Mind spend this and the next round attacking the nearest creature. If no allies are present, the creature acts normally.
You inspire others to be aggressive, intense, and focused. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Shoot skill, and to other skills and rolls as determined my the GM.
Fire is one of the primal fears, and has great applications in interrogation and intimidation. One of the more common uses is in the effect known as Flame of Truth. An open flame is placed in the subjects open hand. The difficulty is the the targets Charm. As long as he continues to say what you want him to say, the flames do not hurt him, but if he hesitates or lies, the flames flare up. If you want the truth, you get the truth. If you want toadying and half truths, or verification of what you already think, that is what you get. If you fail the roll, he will speak according to his own heart – and you cannot tell that he is deceiving you.
Flash of Intellect
You give yourself or another creature you touch a bonus of +3 to Mind for the rest of the scene.