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

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Basic Action
 
Basic Action
  
Everyone dances to your music. Make an opposed [[Charm (Action)|Charm]] check against all creatures you select in a diameter equal to your [[Mind (Action)|Mind]]. Those you succeed join a stately dance until the end of the scene. If attacked by you or one of your allies, the power ends as well.
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Everyone dances to your music. Make an opposed [[Charm (Action)|Charm]] check against all creatures you select in a diameter equal to your [[Mind (Action)|Mind]]. Those you succeed lose three shots dancing. Those against whom you get an outcome matching their [[Mind (Action)|Mind]] join a stately dance until the end of the scene.  
  
Targets follow you around and stay within [[Mind (Action)|Mind]] meters of you at all times. If you move so they cannot follow or they are otherwise kept outside the area, the power ends for them.
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Dancers take a single move and try to end that move 2 meters away from you and dancing around you. If they ever are more than your [[Mind (Action)|Mind]] meters away from you, the power ends. If attacked by you or one of your allies, the power also ends.
  
 
=== Quest ===
 
=== Quest ===

Revision as of 17:33, 18 January 2014

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Templates for Action
Main article: Powers (Action)

Perfection of Effort

Trigger Action

Whenever you see someone else taking an action, you can support that action by invoking perfection on it. Make a Charm roll; the result of the action is based on the best result, yours or the person you are helping. You cannot help yourself in this manner.

Pied Pipe

Basic Action

Everyone dances to your music. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed lose three shots dancing. Those against whom you get an outcome matching their Mind join a stately dance until the end of the scene.

Dancers take a single move and try to end that move 2 meters away from you and dancing around you. If they ever are more than your Mind meters away from you, the power ends. If attacked by you or one of your allies, the power also ends.

Quest

Finisher

You can bind someone to a promise or claim he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath. You can also force someone to accept an oath of your choice as a finisher. As long as the oathbound act to fulfill their oath, the get the benefits of Discipline. But should they stray, they will notice that fate turns against them, and they lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, they instead suffer another Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.

A Quest lasts until the oath is fulfilled or until dispelled as a Curse. Note that the oath bound person cannot himself strive to have the oath removed, or he will suffer from the dire effects of the Quest.

Status Quo

Basic Action

By defining the standpoint of the majority, you prosecute the minority and create unity in the community. There must be a crowd of 50 or more people, and they must believe in your declaration of what is the status quo, though they need not be sympathetic to what you say. As long as the dissidents and troublemakers form less than 25% of the crowd, they can be stymied by giving them a two-point Impairment as long as they show their disagreement.