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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
=== Discipline ===
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=== Detect Lie ===
Stance
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Inherent
  
You discipline yourself to overcome adversity and maintain your resolve; you will not waver. Any [[Stunt (Action)|stunt]] that fails to cause a setback does not affect you at all. You never fumble. You can continue to fight after you would ordinarily have been knocked out; taking one more hit knocks you out in the normal manner. Note that you still take wounds normally each time, so this increases the chance of death.
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You can detect spoken falsehood; when a creature within your [[Charm (Action)|Charm]] meters of you tells a deliberate falsehood, you know of it. You cannot penetrate deceit unless lies are involved. True but misleading statements are not detected.
  
=== Home Ground ===
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=== Formal Dance ===
Limit Break
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Basic Action
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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 must spend a Basic Action dancing when their next shot comes up. Those against whom you get an outcome matching their [[Mind (Action)|Mind]] join a stately dance until the end of the next round or until they are attacked or directly threatened.
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Dancers will move along with you, at their normal [[Move (Action)|Move]]. They will not take double moves to follow you. If they are ever further away from you than your [[Charm (Action)|Charm]] in meters when their turn comes up, the charm is broken.
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=== Mean ===
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Trigger Action
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When a character you see (including yourself) within [[Charm (Action)|Charm]] meters is about to make a roll that is either [[Confident (Action)|Confident]] or [[Stymied (Action)|Stymied]] you can use this to suspend these effects, making the roll normal.
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=== Message ===
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{| class="wikitable" style="float: right; clear: right; margin-left: 1em; margin-right: 0;"
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|+'''Message Range
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|-
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|| ''' Charm ''' ||| ''' Range'''
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|-
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|| 8 ||| 400 meters
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|-
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|| 9 ||| 630 meters
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|-
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|| 10 ||| 1000 meters
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|-
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|| 11 ||| 1,600 meters
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|-
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|| 12 ||| 2,500 meters
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|-
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|| 13 ||| 4,000 meters
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|-
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|| 14 ||| 6,000 meters
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|-
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|| 15 ||| 10,000 meters
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|-
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|| 16 ||| 16 kilometers
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|-
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|| 17 ||| 25 kilometers
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|-
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|| 18 ||| 40 kilometers
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|-
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|| 19 ||| 60 kilometers
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|-
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|| 20 ||| 100 kilometers
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|}Basic Action
  
You bless a place and the people therein, giving them the benefits of [[#Discipline|Discipline]]. You must genuinely believe these people have a right to this place. As long as they are on Home Ground, they remain blessed, and so is anyone else who they accept as a part of their group. If they desert the place the power ends.  
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This power carries spoken words between you and others. Message can carry messages up to a range depending on your [[Charm (Action)|Charm]] skill, but cannot pass soil or sound-dampening materials. It can pass hard barriers like stone, concrete, brick, or metal. If any target is out of your reach even momentarily, the power fails for them.  
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You can send messages to a certain spot instead of to a specific target and try to send to creatures you are not sure are in range; these are power stunts. Message lasts for a scene.
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=== Perfection of Effort ===
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Trigger Action
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Whenever you see someone else taking an action, you can support that action by invoking perfection on it. Make a confident [[Charm (Action)|Charm]] roll against the skill you are trying to assist; if you are successful the skill check becomes Routine. You cannot help yourself in this manner.
  
 
=== Quest ===
 
=== Quest ===
Basic Action
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Basic Action or 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. As long as the oath bound act to fulfill their oath, the get the benefits of [[#Discipline|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 begin to suffer [[Stunt (Action)|setbacks]] and accidents instead.
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You can bind someone to a promise he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath as a Basic Action with an opposed [[Charm (Action)|Charm]] roll.
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You can also force someone to accept an oath of your choice as a finisher.  
  
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As long as the quester acts to fulfill their oath, the get the benefits of [[#Discipline|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 a Finisher of your that you know.
 
A Quest lasts until the oath is fulfilled or until dispelled as a [[Curse (Action)|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.
 
A Quest lasts until the oath is fulfilled or until dispelled as a [[Curse (Action)|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.
  
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Basic Action
 
Basic Action
  
By defining the standpoint of the majority, you prosecute the minority and create unity in the community. These people must be at least 50, and must believe in your declaration of what is the status quo, though they need not be sympathetic to what you do. 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.
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By unifying the power of public opinion, 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 your cause or agree with the values expressed in the status quo. As long as the dissidents and troublemakers form less than 25% of the crowd, they are [[Stunt_(Action)#Stymie|Stymied]] on any action expressing their disagreement for the rest of the scene.

Latest revision as of 06:45, 9 May 2023

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Templates for Action
Main article: Powers (Action)

Detect Lie

Inherent

You can detect spoken falsehood; when a creature within your Charm meters of you tells a deliberate falsehood, you know of it. You cannot penetrate deceit unless lies are involved. True but misleading statements are not detected.

Formal Dance

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 must spend a Basic Action dancing when their next shot comes up. Those against whom you get an outcome matching their Mind join a stately dance until the end of the next round or until they are attacked or directly threatened.

Dancers will move along with you, at their normal Move. They will not take double moves to follow you. If they are ever further away from you than your Charm in meters when their turn comes up, the charm is broken.

Mean

Trigger Action

When a character you see (including yourself) within Charm meters is about to make a roll that is either Confident or Stymied you can use this to suspend these effects, making the roll normal.

Message

Message Range
Charm Range
8 400 meters
9 630 meters
10 1000 meters
11 1,600 meters
12 2,500 meters
13 4,000 meters
14 6,000 meters
15 10,000 meters
16 16 kilometers
17 25 kilometers
18 40 kilometers
19 60 kilometers
20 100 kilometers

Basic Action

This power carries spoken words between you and others. Message can carry messages up to a range depending on your Charm skill, but cannot pass soil or sound-dampening materials. It can pass hard barriers like stone, concrete, brick, or metal. If any target is out of your reach even momentarily, the power fails for them.

You can send messages to a certain spot instead of to a specific target and try to send to creatures you are not sure are in range; these are power stunts. Message lasts for a scene.

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 confident Charm roll against the skill you are trying to assist; if you are successful the skill check becomes Routine. You cannot help yourself in this manner.

Quest

Basic Action or Finisher

You can bind someone to a promise he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath as a Basic Action with an opposed Charm roll. You can also force someone to accept an oath of your choice as a finisher.

As long as the quester acts 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 a Finisher of your that you know. 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 unifying the power of public opinion, 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 your cause or agree with the values expressed in the status quo. As long as the dissidents and troublemakers form less than 25% of the crowd, they are Stymied on any action expressing their disagreement for the rest of the scene.