Emote Time (Action Powers)

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Main article: Powers (Action)

Charm Time 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 Time Elementals.

Loan From The Future

Limit Break

Select any one Schtick (not a Power). You know this Schtick until the end of the scene or until you use this power again.

Time Inspiration

Trigger Action

You inspire others to be curious, precise, and fast. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Maneuver skill, and to other skills and rolls as determined my the GM.

Time Out

Basic Action

You step out of time to observe and plan. No physical actions are possible during this time, but you can use the perception and knowledge elements of skill to analyze the situation at hand, as long as no physical action is required to do so. You can also converse with nearby allies - a number of creatures up to you Mind within Charm meters who can observe the situation just as you can. A time-out lasts for about a minute of subjective time for those affected, but no objective time passes. It is possible to use the Assist action during this time, as long as this only involves advice, not physical action.