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

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You enter a wager or bet with another creature. The creature realizes the possible consequences.
 
You enter a wager or bet with another creature. The creature realizes the possible consequences.
 
As a Basic Action you can enter a wager with a willing creature.
 
As a Basic Action you can enter a wager with a willing creature.
As a Limit Break you can enter a wager with an unwilling creature, but the wager must still be one that they could potentially win.
+
As a Limit Break and a successful opposed [[Charm (Action)|Charm]] you can enter a wager with an unwilling creature, but the wager must still be one that they could potentially win.
 
After the wager is resolved the winner can use a [[Actions_(Action)#Finisher|Finisher]] on the loser.  
 
After the wager is resolved the winner can use a [[Actions_(Action)#Finisher|Finisher]] on the loser.  
The winner can pick a Finisher he knows, or one his opponent knows.
+
The winner can pick a Finisher he knows, or an informed choice of one the opponent knows.
 
Until resolved, the wager is a s [[Curse (Action)|Curse]].
 
Until resolved, the wager is a s [[Curse (Action)|Curse]].

Latest revision as of 19:29, 2 May 2023

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Templates for Action
Main article: Powers (Action)

Charm Whimsies

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 Whimsies. It doesn't change their basic nature; even when charmed they are still destructive and unreliable.

Confusion

Basic Action

Make an opposed Charm check against all hostile creatures in a diameter equal to your Mind. Those you succeed against act randomly on their next basic action. Those against whom you scored an Outcome matching their Mind act randomly on each of their basic action until the end of the en of the next round, or until an interaction Setback convinces them otherwise. If attacked by one of your allies, the confusion breaks.

Targets act randomly per this table. The target still controls his own trigger actions, Fortune and so on. If the action is impossible for some reason, the creature does nothing.

  1. Act normally. This also ends the confusion.
  2. Take a Full Move in a random direction, turning to use as much as possible of his movement.
  3. Stand about babbling incoherently
  4. Try to Scare the nearest creature.
  5. Attack nearest creature
  6. Attack nearest ally

A monster affected by this power treats a result of 1-4 as "act normally".

Daredevil Inspiration

Trigger Action

You inspire others to be independent, reckless, and to rely on luck. 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 Dodge skill. You can even help someone who failed to resist a roll against his Dodge, allowing him to make a Dodge roll and use the result if higher than his passive value. In this case the reroll is Confident.

Eyes of the Fox

Trigger Action

You can use this once per die roll someone else makes. The GM must tell you the numerical value of one of the character's attributes, skills, or current point totals. You choose which one. If you choose the value the target just used, success is automatic. If you choose another value, you can only analyze values lower than your Shoot, a higher value simply indicates the target is powerful.

Fall Down Finisher

Limit Break

You can use a Finisher on someone you drink under the table or who is otherwise oblivious due to intoxication. Making someone do this in an appropriate situation is generally a Common Ground stunt with an Outcome matching the target's Body. It may take a separate stunt to get them drinking in the first place.

Jack Up

Basic Action

Order fancies it can control sound, but this is noise!

You make the speech and music you and allies make carry further. The sound is clearly audible, giving your Charm stunts based on sound Long range until the end of the scene.

Overcome Inhibitions

Basic Action or Limit Break

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. If successful, your targets have their social inhibitions removed. They will do things that decorum would normally prevent them from doing, as long as those things agree with their personal motivations rather than cultural norms. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Up the Ante

Basic Action

You invoke a large amount of raw flux in a creature with an opposed Charm roll. Against a voluntary creature, this is automatic. The next die roll that creature makes is treated as a boxcars result, resulting in either a critical success or a fumble depending on whether the intended action failed or succeeded. Note that boxcars overrides a Confident or Stymied roll.

Whimsy's Wager

Basic Action or Limit Break

You enter a wager or bet with another creature. The creature realizes the possible consequences. As a Basic Action you can enter a wager with a willing creature. As a Limit Break and a successful opposed Charm you can enter a wager with an unwilling creature, but the wager must still be one that they could potentially win. After the wager is resolved the winner can use a Finisher on the loser. The winner can pick a Finisher he knows, or an informed choice of one the opponent knows. Until resolved, the wager is a s Curse.