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

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(Spirit Friends)
(Charm, inspiration)
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
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===Charm Monsters ===
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{{Charm (Action Powers)}}
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This power only works on [[Gifted (Action Creatures) | Gifted]] creatures such as mutants, supers, and monsters.
  
 
=== Escalation ===
 
=== Escalation ===
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You get a bonus of +1 to all your skill values until the end of the scene, up to a maximum of +3.
 
You get a bonus of +1 to all your skill values until the end of the scene, up to a maximum of +3.
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===Gifts Inspiration===
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Trigger Action
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You inspire others who try to be egocentric, individualistic, or egotistic, or who are willing to go to any length to fulfill their objectives. 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 12:52, 5 April 2017

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Templates for Action
Main article: Powers (Action)

Charm Monsters

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 Gifted creatures such as mutants, supers, and monsters.

Escalation

Limit Break

You get a bonus of +1 to all your skill values until the end of the scene, up to a maximum of +3.

Gifts Inspiration

Trigger Action

You inspire others who try to be egocentric, individualistic, or egotistic, or who are willing to go to any length to fulfill their objectives. 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.