Emote Gifts (Action Powers)
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- Main article: Powers (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.
You get a bonus of +1 to all your skill values until the end of the scene. This bonus stacks with itself up to a maximum of +3.
An NPC using this ability gains an escalation bonus of +3, and the bonus decreases by one at the end of each round until it is reduced to zero. The power can only be used once per scene.
You have a Gifted companion, a Henchman Extra with 2/3 your points who looks out for your interest and will accompany you on adventures. Companions are very varied and form and function, they often take on the role of sidekicks, mounts, or war beasts. Some companions serve out of a sense of loyalty, others serve to work off a debt or because you have a hold on them. Up to this point the power is Inherent. You can communicate with your companion as a Basic Action, and the companion can do the same with you, regardless of distance or language barriers.
You can assume a mundane form or back again. The mundane form is normally human, but can be any Folk or a normal Animal. In this form, you have normal attribute maxima of your race, and you lose any powers. It is not possible to detect your lost powers or gifted nature when you are in this form; they simply are not present to be detected. Neither can you be identified with your powered self by any power. This is tied to the Mark of Power method.
Limit Break, Trigger Action
As a Limit Break, you can perfectly mimic one class of objects or creatures chosen when you take the power. Common choices are humanoids or furniture but other options are possible. You can Mimic specific creatures or objects of your chosen type, but must have detailed knowledge of what it looks like to do so. While Mimicking, all Charm checks to Acting to stay in role are Routine. You cannot use any powers that depend on physical features you do not have when using Mimic, and your effective Body is limited by your assumed mass unless you have some way around this problem.
You can assume your natural form at any time as a Basic Action. This has the effect of a Distraction stunt against all observers who did not know your true nature.
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 not their normal behavior.
Your Spirit Friends collectively is a Swarm of Minion Extras with a final skill (including Swarm) equal to your Charm. Its exact composition is highly mutable; you can change the composition of your spirit swarm, 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, moving a small object, and the like.