Emote Plant (Action Powers)

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Revision as of 10:14, 11 January 2011 by Starfox (talk | contribs) (Plant Focus)
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Main article: Powers (Action)

Commune With Nature

Limit Break

You make a pause to commune with nature; depending on your Tradition you might be communing with spirits, divine beings, or reading telltale signs in a holistic system. This works much like using the Contacts element of a skill, only your contact is the plant life of an area. Anything obviously affecting the plants will be easy to learn, things obtrusive to plants less so. The terrain feature and creatures inhabiting it are always known, but transients might be missed. The plant life can knows of areas where their presence is hampered, such as in a house, but cannot give any detail. This power extends into a circle with an diameter in kilometers equal to your Mind.

Plant Focus

Trigger Action (Focus)

When completely supported by living plants (and not flying) you can focus.

Plant Inspiration

Trigger Action

You inspire others to be calm, peaceful, unresisting, and stoic. Whenever someone in the vicinity fails an action based on these virtues, you can take a reflex action to give him an immediate reroll. This applies to most uses of the Create skill, and to other skills and rolls as determined my the GM.

Charm Plant Elementals

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 Plant Elementals.