Emote Order (Action Powers)

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Main article: Powers (Action)

Discipline

Stance

You discipline yourself to overcome adversity and maintain your resolve; you will not waver. Any 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.

Home Ground

Limit Break

You bless a place and the people therein, giving them the benefits of 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.

Quest

Basic Action

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. 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 setbacks and accidents instead.

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. 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.