Emote (Action Powers Technique)

From Action
(Redirected from Disguise (Action))
Jump to navigation Jump to search
ActionT4 logo
Heroic Action Role-Play

Charm Skill Description

The skill to be slick and seductive; to lie well with both words and posture and to sense when others are less than honest. A good charmer is also empathic, but there is no guarantee this makes him a nice guy. Charm skill is linked to Mind and an outcome matching this attribute will often result in a Setback on a Charm stunt.

Use in Action

You can play confidence games and give a good impression. You behave like people want and expect you to behave, which makes them likely to buy your story. You are sensitive to moods and adjust well to social situation, while being able to penetrate the social antics of others. This has may uses; you are a perfect host, socialite, gambler, diplomat, negotiator, or lover. You can project emotions, either trough socializing or as a performer on stage.

Knowledge

You know languages and customs, fashions and human behavior. You also recognize taboos and can avoid faux-pas. You have a lot of practical knowledge about human nature and social rituals. You know many colorful anecdotes of notorious rogues of the past and present.

Contacts

This skill has a very impressive contacts element. Basically, you can know anyone who you could conceivably have met. However, these are acquaintances, old lovers, and past social encounters rather than friends or colleges. Most are reliable and friendly, but not all. Some of them still pine for you, and, in spite of their better judgment, would still do almost anything for you. Others have been deliberately putting money in a savings account; they plan to use this money to hire an assassin to kill you as soon as they get a clue as to your whereabouts.

Perception

You can make split-second assessments of other people, and continue to build on this personality profile over time to get a good idea of what goes in in another's mind. You can see when people are lying, see through cons, and see when people are sincere.

Powers

Charm is linked to the forms of Mind and Water.

Stunts

Charm stunts cover a wide variety of social situation and action uses of the skill.

Acting

Limit Break

You can disguise yourself as somebody else and play out an assumed role with an opposed Charm roll. Make a roll on the initial encounter and a further roll at important junctures, which generally works out to once per scene. You cannot impersonate a specific person, and need cosmetics and bulky clothes to change your apparent race or gender.

Charm Defense

Trigger Action (Defense)

When a Charm stunt is made against you, you can defend. This adds +3 to the Charm skill used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own.

Cunning Stratagem

Limit Break or Basic Action

You make a Distraction or Trick stunt that affects all enemies present. Roll separately for each. In certain cases, you can do this as a basic action, when you have a good enough situation in the GMs opinion. This is often the result of a planned set-up.

Distraction

Basic Action

You can baffle others with tricky words and misleading demeanor. Make an opposed Charm roll; on a success, your target loses 3 shots or you can move past or by them or claim some minor boon from them. Typical uses include distracting a doorman or police officer, conning someone out of some change, or stealing an unsuspecting kiss. It can also be used to get a respite in a fight. If your Outcome matches the target's Mind, you cause him major consternation; he suffers a Setback.

Good Impression

Basic Action

You try to make a good initial impression on someone with whom you can communicate. You can only attempt a single Good Impression check on a creature in each scene. If you succeed on an opposed Charm check, you have a short conversation as time allows—just enough to allow a Limit Break. The person becomes an acquaintance and will recognize you if you meet again. If you have an Outcome matching the target's Mind, you become at least temporary friends, and the target will happily spend time with you when convenient. This works to distract guards, focusing their attention on you instead of on what they should be doing.

Frisk

Varies

Make a quick examination of someone, looking for hidden weapons, contraband, and so on. This is an opposed roll compared to the target's Charm, Create, or Impress skill. Depending on what you are looking for and how you do it, there are several modifiers. In order to even try to hide an item like this, the character must be carrying enough clothes.

Circumstance Modifier
You are using a detection device of the same sophistication that the item sought. +3
You are using a detection device of higher sophistication that the item sought. +5
You know exactly what you are looking for. +3
Person carries the object inside his body (swallowed, surgically implanted). -5
Type of search Modifier
No Action Passive search; you are not actively searching, but the concealed object would attract your notice if you did search (not an action) -5
Trigger Action Visual observation only. -3
Basic Action Pat-down +0
Limit Break Body cavity search +5

In general, you only get one chance at frisking. But if you can change your modifiers so you get better odds, you can try again.

Sometimes, the GM will give you hints even on a failed roll, especially if the plot demands it; you generally get a bad feeling about a the situation even if you failed to find exactly what you looked for as long as you did not fail by a margin greater than your Mind. This realization might not come at once, and you might not be certain who your suspect is, but it gives you incentive to look more closely. By the same token, the GM might delay the result of a successful roll to heighten tension and move the plot along.

When a player tries to smuggle something past a guard, the GM should generally let the player roll their Charm, Create, or Impress skill against the guard's modified Recon; it is much more interesting to have the players be the active party.

Various stunts can be used to distract a guard or fool someone into revealing what they carry, these generally modify the Recon check further. A Setback on such a stunt makes either avoidance or discovery automatic.

Now and then the GM will have to fudge these rolls; generally to allow either a hero or villain to pass inspection but still cause suspicion - this is often the best setup for an exiting action scene.

Gambling

Basic Action

When gambling against another character, make opposed Charm rolls to see who gains the advantage at each stage. Success earns Advantage. If you get an Outcome matching your opponent's Mind, you win. As with any stunt, style gives a bonus. Stakes are raised raised before each roll; refusing to raise and roll means you forfeit the game at the current stakes. Rigged games give the cheater a bonus of +3 or more, but if the target would ordinarily have won, he becomes suspicious. Challenge to Gamble You can make others accept a bet for a trivial stake by succeeding on an opposed Charm roll, with higher outcomes indicating bigger wagers. An outcome matching the target's Mind allows stakes the target really cannot afford to lose, the equivalent of a Setback. This is an all-or-nothing proposal, only one attempt allowed.

Gather Information

Limit Break

You hang out with people, perhaps buy a few drinks, and get in on the local gossip. This gives you the local scuttlebutt and rumors, and possibly some real information as well. When gathering information about someone, make an opposed Charm check against them to learn their whereabouts and general information. On an Outcome matching the target's Mind you catch wind of some secret or unusual information. If the roll fails, you still learn general information, but not his current whereabouts, and friends of the mark may inform him of your nosing around. Note that you can use the Contacts Element of any skill to do this, not just Charm, as long as the information sought are known among the contacts given by your skill.

Gauge the Moment

Limit Break

You have been given a simple order, possibly under duress, such as to march along, be silent, or remain in the background. You can gauge a moment when you can break this order without causing a stir or creating conflict. Make a Charm check against Impress. On a success, you find an opportunity and excuse to break the order, such as a stop for bodily needs, inserting a worthily comment in a conversation, or step up to be helpful.

Good Cop Routine

Finisher

Make an opposed Charm roll against a prisoner or someone who is otherwise at your mercy or dependent on you. If you succeed, you gain their confidence and they see how you are trying to work out the best for them in their current situation; they would not lie to you or play tricks on you, but they still maintain their old loyalties and might not spill the beans to you either. Combines well with Bad Cop Routine.

Innuendo

Basic Action

This is the ability to convey different messages to different listeners by alluding to knowledge only some of them have. It is generally used when you know you are being overheard, but still wish to tell your allies something without the listener realizing what it is. This is useful both in polite conversation and when talking over an open line. Make an opposed Charm roll against any listeners you want to hide your true meaning from. If you fail you have a choice, either the unintended recipients understand the message or your intended listener does not. If you fail by a margin matching your own Mind, both things happen.

Palm Object

Basic Action

You can swipe a small object without attracting attention. This is usually used to steal, but can be used for other purposes, such as to to plant evidence or for parlor tricks. Make an opposed Charm roll against your mark. On a success you can swipe or plant a small object that is not attended, secured, or attached and the theft will not be immediately noticed. If you fail and score a negative Outcome matching your Reflexes the attempt is noticed. To swipe an object that is larger than your palm, is attached or worn in a pocket, or that is in clear sight you must score a positive outcome matching the observer's Reflexes.

Perform

Inherent

A character in Action is normally proficient in social activities such as dancing, singing, and playing instruments with reasonable skill. If it becomes important what areas of performance a character is particularly skilled at, choose one kind of performance for each point of skill above 10 (minimum one). Examples include instruments by kind (keyboard, string, percussion, wind, etc), dance, singing, acting, recitation, comedy, stage magic, and more. Stunts can be based on performance categories, but other schticks might be required for adventure use.

Scrutinize

Basic Action

You look over a person, trying to see if he is disguised, concealing an object on his person, or otherwise is hiding something. Make an opposed Charm roll to notice such discrepancies. On a success, you notice something is off. On a margin matching the target's Reflexes you notice what the problem is.

Seduction

Trigger Action (Combo)

When you score a Setback with a Charm stunt, you can attempt to establish to sway the target's loyalties. This becomes the Setback result, the target suffers no other effect. To do this you must point out some interest or loyalty the target has and say you share this interest. A common interest to use is sexual attraction, but seduction can also involve common ground of some sort, such as a common enemy, interest, or loyalty. Make an opposed Charm check. On a success, you seduce the target if you actually do share the stated interest. On an Outcome matching the target's Mind, you score a Setback and seduce the target as long as he has the stated interest, even if you are only pretending. Once someone has been seduced, they will willingly follow and help you out. They seek to avoid conflict with their old allies, and 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 loyalties. Someone who you have seduced expects company, favored treatment, and possibly sexual favors from you; if you refuse them when the occasion present itself or if they discover you've been unfaithful your power over them is broken and they might become vindictive or even downright hostile.

Sense Motive

Limit Break

Observe someone in a social context and make an opposed Charm roll to learn his immediate goals and motivations, seeing trough surface motives into another person's deeper motivations and personality. You know what kind of person this is; gaining insight into his motivations, methods, and habits. This is not an exact science, and if the target is projecting a social façade, that counts as actively resisting your attempt. You generally only get once chance to attempt this in a scene or even session, unless the situation dramatically changes.

Social Support

Trigger Action (Defense)

When one or more of your friends are the target of an ability where Charm is the difficulty, you can substitute your own Charm for that of your friends for the current shot. Normally, you need to be within Mind meters of them to do this, but if you have some means of communicating and are aware of the situation, you can use this at a longer range.

Taunt

Basic Action

In an action scene, you can taunt an enemy, giving you an opening. Make an opposed Charm check. On a success, you gain an Advantage against the named creature or group of unnamed creatures you taunted. On a margin equal to their Mind they instead suffer a Setback. Such a setback is likely to be abut provoking the target to act impulsive or stupid.

Tete-a-Tete

Limit break

You have a one-on-one interaction encounter with another character present at the scene. Only you and the other know this happened. This is strictly a social encounter, there is something that prevents this from escalating into combat or that makes attacks impossible. In the middle of a fight this might be a pause enforced by the environment, an impasse, or a mexican standoff. This interlude happens immediately and is quite short; you can each make an interaction check against the other and have a meaningful exchange. You can use a Charm Limit Break during a tete-a-tete, they can do a Basic Action. It happens outside of the normal sequence of rounds. Short as it is, it can still be used to have a meaningful relationship development, make points clear, or otherwise be used to establish common ground or revitalize a rivalry.

Trick

Basic Action

You gain an advantage against an opponent by quick and deceptive actions or words, causing him to stumble or otherwise make a fool of himself. This is a useful set-up both in and outside of combat. The roll will be heavily modified depending on how well you describe your stunt and use available props. Make an opposed Charm roll against your target. If you succeed, gain an Advantage. It you score an Outcome matching the target's Mind, you instead inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your maneuver. He might mistake you for an ally, strike past you at a friendly target, run off after some imaginary danger, or otherwise temporarily make a fool of himself.

Schticks

These are mundane schticks related to the Charm skill.

Charm Schticks

Ablative Clothing

Inherent

When in action, events conspire to show off your body. Blows miss you by the sheerest margin, slashing your outfit. Branches conspire to rip your clothes. Claws gore dress instead of flesh. This schtick is just as common among hunks and babes. Conan has it, as does many fantasy barbarians and bimbos in all genres.

Use this schtick to ignore the effects of any one physical attack or stunt. You can also use it to ignore difficult ground or other adverse terrain effects, in which case you can ignore such conditions for one Round. This rips up your clothes beyond repair. You cannot use this schtick while naked or in ripped clothes, and can only use it once per session - you generally manage to find a new outfit for the next session, tough you may have to adopt local dress.

Once you have used this you are as naked as the genre will allow. Any function your clothes once had is gone. You no longer have any armor. This can serve to activate Bulletproof Nudity if you have that schtick.

Acumen

Basic Action

You can use the Sense Motive stunt as a Basic Action, but you still need to observe your target in a social context. You can only attempt Acumen once per scene on a particular target, but you can also use Sense Motive in the same scene.

Actor

Inherent

You are a character actor, well able to maintain a role. You like to immense yourself in your assumed persona, and seem able to change your personality and demeanor on cue. When you use Acting you are Confident. You can disguise yourself as a different race, gender or as a specific person as long as you can conceal any obvious physical differences; your method acting convinces people to overlook minor oddities in your appearance.

Beauty Mask

Inherent

The Crying Freeman has this schtick, and any character can have it in almost any juncture.

This schtick gives a sort of anonymity, even when not in disguise. Your features are idealized and forgettable. People can't seem to remember just exactly what you looked like when giving a description, tought they will readily recognize you if you meet again. They know someone was there, but they just can't think of what you looked like. "He looked kinda like a movie star."

If an observer or interrogator spends a Limit Break, an opposed Charm gives a basic description.

Betrayal

Limit Break

Use this when you are with someone who trusts you implicitly and has lowered his guard to you and who you can hold or embrace without them resisting you. You can do a Finisher against your target, just as if you had just defeated him in combat, or you can put them at zero Hits and defeated.

Blind Eye

Trigger Action

Win an opposed Charm check to convince the target that something it would normally not accept is in fact acceptable. The target turns a blind eye to the problem and acts normally despite the situation. The target overlooks what would normally be unacceptable identity, behavior, or appearance, going so far as to ignore rules and social conventions. The target turns a blind eye to a single situation and its direct natural repercussions. For example, having accepted a barbarian at a cocktail party, the target will not react to that barbarian again until he does something truly outrageous. Any direct threat of harm breaks the charm.

Captivating Captive

Focus

When you are a captive or otherwise helpless or at the mercy of your opposition, you can focus.

Consummate Charm

Inherent

When you make a successful Charm stunt to affect an opponent, add +3 to your Outcome. This works as if you had Advantage which means it stacks with anything else. Outcome is commonly used to determine if you score a Setback.

Cosmopolite

Limit Break

You are at home in all cultures, able to understand and adopt to strange manners and customs. Negate any penalties on Charm or Impress rolls related to alien cultures. You know the common languages of your world. Add your Charm to the number of Languages you can learn. You have an amazing ability to piece together bits of other languages, sign language and other means of communication. As a limit Break you can learn to communicate in any one unknown language. At first, this will be at a pidgin level, it takes you a few weeks to become fluent. If you use this ability to learn more Languages than allowed, you need to trim the list down at the end of the Story. You might have to use this schtick again (another Limit Break) to understand arcane subjects, archaic versions, or dialects of the same language.

Cute

Inherent

There is something about you that makes others care for you. Depending on their personality, this might make them want to kidnap and possess you or just give you a smile and favorable treatment. You automatically have at least the minimal effect on Good Impression on everyone you meet, making them see you as special and pleasant to be with. This makes it easy for you to get into social events, make acquaintances, and generally be very popular in a non-domineering sort of way.

Fascination

Basic Action

You can make a Good Impression or Taunt against a crowd of your Reflexes creatures at once. As an alternative you can make such a stunt against a single creature and be Confident on the roll.

Fainting Flower

Inherent

Whenever you are affected by a stunt or take damage, you can choose to ignore the effect and instead swoon beautifully. This costs you all shots for this round, but lets you ignore all damage while swooning. Enemies can use Trigger Actions (Finishers) against you, as long as you do not take further damage from them.

Fainting Flower does not help against truly indiscriminate dangers such as a bomb or rockfall, tough it does help against normal area attacks. Nor can you use this schtick to defend against attempts to capture, carry away, or otherwise take possession of you; in fact you are helpless against such attacks; your Dodge is zero against them for the remainder of the round. You cannot use this to escape confinement or whatever nefarious death-traps you might be placed in while in a swoon.

Gambler

Basic Action

You have a knack for gambling. Cinematic gambling has little to do with real-world gambling, and is not about calculating odds and folding at the right time; it is all about absurd luck. This schtick gives you the ability to draw just the right card to fill out your glorious hand or to give your race horse that little extra burst of speed. You can take a Basic Action to learn the difficulty of a certain proposed task. You make Confident Rolls when gambling. Whenever you have a bet hanging on an event you can make a Charm check and substitute the result for whatever skill check would normally determine success. You don't need to be the one performing this action, this is an aspect of your luck.

Help From My Friends

Focus

When surrounded by friends, championing their cause, you gain confidence. When within Charm meters of 8 or more people that support your actions, wish you well, and generally are on your side, you can focus.

Honest Joe

Finisher or Basic Action

You have a way with people, and inspire trust and confidence without really trying to. Any basically good and law-abiding people gladly give you a hand, though there must be a reason if they are to accept discomfort or danger to help you. This lets you charm people without really trying to, and tends to make you a leaders of mobs and posses. You may come into conflict with official authority figures. Sometimes, you can even inspire this trust in goons and villains, but usually only after you have soundly trounced them.

You can make a roll to find Common Ground when you defeat an opponent [Finisher], when you rescue someone from danger, and upon first meeting good-natured, law-abiding people [Basic Actions]. The common ground you find revolves around being decent to people; an enemy will at least consider a decent life if you succeed on this.

Infiltrator

Limit Break

You can convincingly pass yourself off as a nondescript follower. To use this ability, you temporarily stop playing. Your character is presumed to have donned a disguise and gone "off camera". At any subsequent point during play you may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually you in disguise. Make an opposed Charm roll against the most skilled opponent on the scene. If this roll succeeds, you get to pick an NPC minion who is really you in disguise. If the roll fails, the opposition chooses who you are replacing, which can often put you in a dangerous position.

You may remain in disguise for as long as you like, but if anyone is tipped off that you might be nearby, an opposed Charm roll can be performed as a Limit Break. If the spotter wins, that player (or GM) gets to decide what nameless character on the scene you infiltrated as - and generally does so when you are alone and vulnerable.

Influential Friend

Inherent

You have a friend in a high places. This can be a king, recognized hero, high official, monster, or even a god. You are childhood friends, accidental acquaintances, lovers, or otherwise know each other privately.

Inclined to act in your favor, an influential friend has many other obligations and this makes him unreliable. Your friend likes you and wants to correspond with you and spend time with you, but is aware that showing you preferential treatment is somewhat irresponsible and thus does not provide all the support he could. He will give plenty of hints, rumors, and tidbits of information as well as the occasional gift and favor. Pressuring an influential friend for more help may produce grand results in the short term, but can easily backlash. At times, your influential friend might need your help, having you act secretly as their agent in the world.

Inspiration

Inherent

You are an inspiration to others. Whenever someone else performs an action that you heartily endorse, you can use Inspiration to give them a Fortune point they must immediately spend. You lose this Fortune point as if you spent it yourself. This schtick can even be used when you are not present, but you then need to describe a montage of something you did or told them that can inspire them in the current crisis.

Lip Reading

Basic Action

You have the ability to decipher what people are saying merely from looking at their lips moving. As long as you can get a reasonably good view of a speaker's lips and know the language, you can get the gist of what is said. Certain parts may be obscure or missing, depending on your skill roll and the needs of the plot.

Medium

Limit Break

You are sensitive to psychic impressions, and can often catch the mood of a place and get glimpses of important events that happened there in the past. Make a Charm check to seek answers, which works much like Gather Information, only the answers are colored by the place instead of people.

Nurse

Inherent

You are able to help the sick and injured through care and nursing. You can do First Aid using Charm instead of Know. If you have the Medic or Psychology schticks, you can use these with Charm as well.

Protector

Limit Break

You have a protector, usually a Hero Extra with 2/3 of your points who looks out for your interest and will accompany you on adventures. Often somewhat dim witted, he is nonetheless a loyal defender and trusty companion. He generally thinks of himself as the true hero and you as the sidekick to be protected. Your protector need not be a specific person, and can actually be someone you had never seen before you met at the adventure site, or one of the villains henchmen overcome by your charms. You often get separated from your protector early in the story, but he generally reappears in the dramatic scene, having made his way into the den of evil to rescue you just as he is needed (when you take the limit break). You can also use a Limit Break to inspire your protector, restoring any Hits he might have taken. After a rescue, he will expect some measure of attention and devotion from you, just as if you had seduced him.

Self-Made

Inherent

You are successful in business and thus financially independent. And you can do it again; if you was washed up on a pacific island, you would be king of the clamshells (or whatever) in a day or two.

Silver Tongue

Limit Break

People tend to tell you things, and you tend to learn more than they intended from what they say. You can make an opposed Charm roll to make a character say way to much, even if they are on their guard. When you Gather Information the roll is routine, and you can do this directly against the character you are investigating without causing undue suspicion.

Skeptic

Trigger Action (Defense)

When you would be hoodwinked by a successful Charm, you can adopt a skeptical attitude and actively defend yourself. This gives you a +3 bonus to your Charm where your Charm skill sets the difficulty. You also give the +3 bonus to yourself and others when you do the Social Support stunt. At any time, when an interaction based on deception fails, you realize which statements were lies but you do not learn the truth.

Sleight of Hand

Basic Action

Your training gives yous several advantages when trying to use Palm Object.

In any situation where you can use Palm Object, the Charm check is routine. You can swipe an object that is larger than your hand, is in use, or that is closely supervised, but then the check is not Routine.

Spin Yarn

Basic Action

By continually speaking, you may keep your audience captive with outrageous tales, distracting them. You can keep this up beyond all reason. You must first engage the victim in conversation, and then make an opposed Charm roll. You can target several people at once with no penalties, but use the highest value in the audience for a difficulty.

For each point of outcome, you keep going for a minute. You can then try again. If the outcome exceeds your victims' Mind, they give you some boon, either out of sympathy or in an effort to get away.

Failing the roll, combat, an alarm, and even a person coming to interrupt will break your hold on people. If the situation is not dire, you can use your Spin Yarn on someone who comes to interrupt to add them to your audience.

Star Stuff

Basic Action & Inherent

You are an expressive performer who can enthrall an audience and inspire a great range of emotion. You are famous in your field, and can easily get into social events or arrange performances. You can take a Basic Action to set the mood for a scene among people who are listening to you. This effect are obvious in the extreme. Interaction rolls that go along with the emotion you set become Routine. This can be done anywhere, tough it is easier and the affected area is larger when you are on stage due to the first ability of this schtick. You can also use a Basic Action to familiarize yourself with any kind of Performance Art to the point where you can perform it on stage.


When on stage performing, you are supremely confident. Any Charm rolls you make while on stage are Confident Rolls. This is an inherent effect.

Steal the Story

Trigger Action

While another individual attempts to give an account of an event or use Charm as a basic action or limit break, you can make an opposed Charm check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle specific details. This will discredit, insult, and humiliate the speaker. If the check succeeds, the speaker does not succeed at informing listeners about what she was trying to say and the attitude of anyone who heard the altered story becomes suspicious. If your Charm check fails the target realizes that you made deliberate attempts to confuse the story.

The Kiss

Basic Action, Focus

You dramatically kiss someone adjacent to you. This is a romantic kiss, not an inconspicuous peck on the cheek. The kissed creature then has the option to reciprocate your kiss - in which case you both become focused. Otherwise this has no effect.

Charm Powers

These are powers related to the Charm skill. Charm powers communicates with, charms or imposes moods associated with the form on creatures. As noted in the form descriptions, each form has an associated mental state; emote powers are often based on this state. Depending on how its used this can either be a blessing or a curse.

Charm Air

Air Inspiration

Trigger Action

You inspire others to be swift, open-minded, generous, brave, and honorable. 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 Melee skill, and to other skills and rolls as determined my the GM.

Charm Air 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 Air Elementals.

Pied Piper

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 against lose three shots dancing. Those against whom you get an outcome matching their Mind join a stately dance until you stop performing. You can take actions using Charm while performing.

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 their Mind in meters when their turn comes up, the charm is broken.

Winds of Charm

Trigger Action (Combo)

When you take a basic action to perform a melee attack, you can use this power to perform either a Distraction or Trick stunt before executing the attack.

Whispering Wind

Basic Action or Limit Break

You create a current of wind that will carry spoken words between you and others. There must be a passage of air between each target, and the range is counted along this passage. The passage can be tiny; a keyhole or the crack under a door suffices. Make a Confident Charm roll. Your target can do the same to communicate back to you. The Whispering Wind can carry messages up ten meters times roll. If any target is further than this away from you, the power fails for them. If a particular message is extra important, the GM may require extra Confident rolls, this does not require an action. 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. Whispering Wind lasts for a scene. You can use Charm stunts and schticks (but not powers) through Whispering Wind. Performed as a Limit Break, the message travels at a Move equal to your Ride check every minute and can keep going a number of hours equal to your Mind.

Windrunning

Limit Break

You give yourself or another creature you touch a bonus of +3 to Move for the rest of the scene. Their final Move cannot be greater than your Charm.

Charm Animal

Animal Appeal

Charm Animal

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 works on any creature with a sex drive, but the mood you inspire is raw lust, not friendship or trust. The communication it allows is rudimentary.

Animal Affinity

Inherent

Select one family of animal when this power is taken. Foxes, spiders, and hares are examples. You can communicate with animals of this family, and they generally start with a favorable attitude to you, recognizing you as a high-status individual of their species. All Charm checks against animals of this family are Routine and you can Seduce them as a Basic Action.

Animal Friends

Inherent

You have the ability to befriend and gain help from natural animals you encounter. When you stay in a natural environment for a while, you will start to pick up incidental animal friends who stay around, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these animals are around, they will try to help you. They are still animals, and afraid of man and his machines, but can often help in small ways by keeping track of foes or keeping them awake at night. If push comes to shove, they may help you in actual combat as well.

Your Animal Friends have the attributes of typical animals, and can do any reasonable stunt as a group with a skill equal to your Charm. A hit on any of them will chase them all off for the rest of the fight. Even if you befriend a whole flock of animals, they still perform as a single unnamed character.

Animal Merge

Stance

You can merge your consciousness with that of an animal with a successful Charm roll against the animal's Dodge, normal range penalties apply to the initial Charm roll. You must see the animal when first merging, and the animal must not be hostile to you. Animals exceptionally loyal to you can be merged with at a distance ignoring range penalties and without visual contact. Once the merge has started, you can maintain it over any distance. While merged, you can communicate with the animal and sense everything the animal experiences. You can usually convince the animal to move as you desire, but this is not mind control and it is hesitant to go against its instincts. You mentally ride along as the animal moves. You can use your own Skills through the animal as long as such an action would not be outside the animals normal scope of action.

You can use this power again to shift your consciousness to another animal if they touch, but cannot otherwise use powers trough the animal.

Your body is in a trance while merging, and you are thus automatically surprised if attacked, you can still talk and move while in this trance, but as soon as you take any action the trance is broken.

Charm Animal

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 Animals. Assume that natural animals communicated with have the intelligence of small children, and that they can give fair recollections of what they have seen or experienced.

You can also send out a call to animals of one species. Make a skill roll; the call reaches any animal within this many kilometers. This call is one-way but can convey a message, usually a request for aid. The call is very persuasive. In general, one animal will respond for each point of outcome, but never more than what is present in the area. It takes the animals time to arrive.

Some creatures are specifically attuned to one kind of animals at the expense of others. In this case, Charm rolls against the chosen animals are Routine, but the power does not work against other animals.

Wild Abandon

Trigger Action

You inspire others to be wild, hedonistic, lustful, competitive, and to go with the flow. 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 Ride skill, and to other skills and rolls as determined my the GM.

Charm Chi

Deep Meditation

Limit Break

You can enter a deep meditative trance where you analyze a problem or question, seeing it from all angles at once. While in a trance you cannot move but still perceive your surroundings. You can end the trance at any time. Deep Meditation primarily helps with questions of motivation, morality, and ethics - both your own and those of others. Range is not a factor. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Disciple

Inherent & Stance

You have a companion, a Henchman Extra with 2/3 of your points who looks out for your interest and will accompany you on adventures. Disciples are usually students, but some can be animals or even monsters. Their role is somewhere between a friend, student, and servant. You can communicate with your disciple regardless of language barriers. You can change disciples over time. Up to this point the power is Inherent. By activating the stance, you can give your disciple access to up to three powers or one schtick that you know.

Focus of the Soul

Finisher

You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target.

  • Any successful interaction you use against the target causes a Setback.
  • You can use a Trigger Action to cause any action the target takes to fail.
  • As a Basic Action , you can make the target Focused.

This can also allow you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but there is no guarantee of success.

While you can use this on voluntary targets, it only works on allies when there is a concrete issue for you to help them with.

Grasshopper

Stance

You are merely a student of Chi, not a master, and you know this fact all too well. But your master's teachings gives you resolve and power.

You need a master or trainer to use this power, but the master need not be present. By activating the stance, you gain the use of two powers or schticks your master knows.

Charm Dark

Detect Enemy

Basic Action

You sense creatures that hate or intend harm to you, a group you represent, or someone who is present and under your protection. The range in meters is equal to your power skill roll when used blindly, or ten times that if you can perceive the creature in some fashion.

Detect Falsehood

Basic Action

You can sense moods and feelings, getting an impression of the falsehoods perpetrated by others. You can make a Scrutinize or Sense Motive as a Basic Action and such checks are Routine to you. If you score an Outcome matching the target's Mind on such a check, you learn some embarrassing secret about the target. This is not state secret or secret plans, more in the line of naughty underwear or embarrassing memories, but it is sufficient to give you an Advantage against him.

Dance of Shadows

Basic Action

You control shadows and darkness in an area with a diameter equal to your Mind. This power only works if there is darkness or shadows present, including that created by Cloud of Darkness. You can animate these shadows, creating frightening shapes and using them to confuse foes. You can create the likeness of glowing eyes, a glowing nimbus, or phantom light that is so weak as to be visible only in darkness. These images can move, fade, and return to full strength.

You can use this to do Distraction and Trick stunts, and these stunts will affect all onlookers. The dance of shadows is trying to achieve might not be relevant to all onlookers, some may simply not be interested and the Charm skill roll penalized accordingly or simply skipped as irrelevant.

Dance of shadows can fool people in combat, making them waste shots or suffer setbacks, but is not a target or attacker. A Setback might make targets may believe they are and act appropriately, but that is a part of the setback, not of the power itself.

Dark Inspiration

Trigger Action

You inspire creatures to be deceptive, self-indulgent, and bestial. 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 Recon skill, and to other skills and rolls as determined my the GM.

False Confidence

Basic Action Finisher Trigger Action

You inspire great confidence in the target. Make an opposed Charm check. Until the target has taken 3 basic Actions (Until the end of scene with an Outcome matching Mind), the target believes himself to be Confident in all things, while he is in fact Stymied. The target is unable to explain any failure he suffers, and blames them on others. If the target is overcome by failures, he is likely to seek you out for renewed confidence. You can negate the Stymied condition and indeed make the target Confident for one specific roll as a Trigger Action. If performed as a Limit Break this is a Curse.

Insinuate Action

Basic Action

You give another the impulse to act in a sly or evil manner to make the target take a deceptive, self-indulgent, or bestial action. Against a target that does not mind such actions, this is automatic, and the target may immediately take what is normally a Basic Action without spending any shots. Against a target opposed to your impulse, it requires an opposed Charm roll. On a success the target loses 3 shots. With an Outcome equal to the target's Mind, the target immediately performs an action you suggest and loses 3 shots.

Overcome Morality

Basic Action, Limit Break, or Finisher

You can inspire others to deeds of evil and selfishness, enhancing the darkness in their souls and reducing their sense of self and integrity. Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a Limit Break. When done as a Finisher it is a Curse and lasts until removed.

You cannot control the targets exact actions, but while under the influence of this power, any moral inhibitions the target normally has are removed. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Power of Darkness

Trigger Action (Focus)

Whenever someone in your vicinity takes a cruel or destructive action, going out of their way to harm others or acting to benefit themselves regardless of the consequences, you can focus. If you are the one taking the action, the GM should be a more strict on the evil act required.

Sense Sin

Inherent

When you first learn this power, pick one type of vice or sin that is considered morally distasteful in your culture. Whenever someone within 10 meters times your Mind commits this sin, make an opposed roll to sense where they are and what they did.

Sin Charm

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.

When you take this power, select a sin. One of the classic 7 mortal sins are a good place to start; gluttony, lust, avarice, hubris, wrath, envy, or sloth. Other sins are certainly possible. You can charm any creature prone to this sin or one that practices it when you are charming them. You can also charm Devils of all kinds. It doesn't change a devil's basic nature; even when charmed they will try to cause harm and strife because it is in their nature, but a charmed devil will never break the letter of an agreement.

Charm Death

Consume Identity

Finisher

You gain temporary access to the target's memories and physical form. For the duration of the story, you can access his memories, and you can assume his likeness; this lets you Disguise yourself as your target and you suffer no penalty for physical differences.

You can use this power on a corpse to assume their appearance while alive, but memories gained from decomposed corpses is incomplete.

Charm Undead

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 Undead.

Death Inspiration

Trigger Action

You inspire others to be morose, calm, and introspective. 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 Know skill and to other skills and rolls as determined my the GM.

Hibernation

Trigger Action

You can enter a state of suspended animation where you appear to be dead for all practical purposes. You can do this as a reaction to taking a hit; to all appearances, that hit killed you. You register as dead to detection powers and all but the most invasive medical investigation.

In this state, you cannot take actions, but you are aware of your surroundings, and you can continue to maintain stances. You are immune to Biological Damage. You are helpless and have a Dodge of zero, but you get to subtract twice your Charm from any damage you take. At the beginning of any round, you can decide to end the hibernation.

Loan From Ancestors

Limit Break

Select any one Power. You know this Power until the end of the scene or until you use this power again.

Speak with Dead

Limit Break

You can communicate with the spirits of the dead. You need to be at the site they died, their grave, in the presence of a direct descendant or loved one, know their True name, or be in possession of a body part or and object important to them in life to use this power. You must also have a clear idea of who you are communing with, tough a name is not necessary.

The dead will appear as an apparition, merely as a ghostly voice, or manifested through some divination technique or device you use. You can ask the dead about things they knew in life, and it will answer as its personality dictates. The dead communed with are more sourly than they were in life, but will respond to interaction, people and inquiries much as they did while alive. They have no extra knowledge of death itself or other things they did not know when alive, tough some of them might make up stories or try to proselytize. You can ask them if they want to be resurrected or turned into undead, and make deals with them about such things. Even if they agree, it is sometimes the case that the spirit will not cooperate later; it is speculated that the conversation is not with the actual spirit of the departed, but only with a ghostly image or reflection left in the physical world.

This spell will not allow communication with a creature that is currently an Undead, tough it does make the creature aware of who you are and that you want to commune with it and where you are, as well as inform you that it is currently undead. Some undead will seek you out, and you have no control over them through this power, tough it does allow you to communicate with undead across language barriers.

Unto Death and Beyond

Basic Action

A voluntary target swears an oath to take on some task "Unto Death and Beyond ", forswearing eternal rest to complete an objective. As long as the target works to fulfill this task, he benefits from Life Immunity. However, should he stray and let himself be distracted he will take a Hit each day and find himself unable to heal any damage. The most horrific aspect of this power comes into play if the target dies without fulfilling the task; in this case he will return as an Undead at some future date as determined by the GM. Such forsworn undead often have Immortality.

Charm Earth

Charm Earth 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 Earth Elementals.

Earth Inspiration

Trigger Action

You inspire others to be peaceful, confident, and self-assured. 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 Impress, and to other skills and rolls as determined my the GM.

Splendor

Limit Break

You can create clothes. This can be fabulously rich, lined with precious metals and speckled with diamonds or pearls. Or it can just be stylish, even minimalist, but of exquisite cut and style. You can mimic gang colors, uniforms, and really any apparel you like. The kit can include minor accessories like a handbag or dress sword, but any weapon so created is unreliable and can be of no more than medium size. The items created last your Mind hours, usually more than enough for a social event. After that time, they gradually lose their splendor, turning into rags in about an hour.

A creature wearing an outfit you made specifically for it to wear in a specific scene and setting, all Charm rolls are routine. If the scene changes in unexpected ways, such as a soiree turning into a hostage drama, the bonus no longer applies.

Stone Stamina

Limit Break

You give yourself or another creature you touch a bonus of +3 to Body for the rest of the scene.

Charm Electricity

Charm Electric 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 Electric Elementals.

Electric Focus

Trigger Action (Focus)

You can focused when you take Electricity damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

You can also focus when you are standing on the highest point within a 1000 meters, calling a lightning bolt from they sky when you do so.

Electric Inspiration

Trigger Action

You inspire others to be decisive, direct, and quick. 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 Shoot skill, and to other skills and rolls as determined by the GM.

Instant Attraction

Trigger Action

When you first meet someone, you can make an opposed Charm roll. If this roll succeeds, you catch the target's eye and your next Charm roll against that creature gains a +3 bonus. You can only use this once each scene, and only upon initially confronting each target. If you use it before discharging the bonus from a previous use, the previous attraction fades.

Lightning Reflexes

Limit Break

You give yourself or another creature you touch a bonus of +3 to Reflexes for the rest of the scene.

Charm Fey

Charm Fey

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 Fairies.

Don't Thank the Fairy

Trigger Action

When someone expresses thanks to you, they become in your debt. You can immediately redeem this debt by performing a Finisher you know on them.

Faerie Mask

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures abilities and statistics in place of your own, with one exception; you still use your own Charm skill and schticks (but not powers).

It takes an Charm roll against the creature's Dodge or Impress to assume the creature's form. You only have limited access to the creature's memories, remembering things pertinent to the situation and to questions you are asked. This allows others to interrogate you as if you were the creature whose form you assume, but they must still overcome your skills to get relevant information out of you, and thus out of your assumed form.

During combat, you must roll each round in which you remain shape-changed, you need to use this power and roll your Charm against the creature's Dodge or Charm in order to extend your control over your transformed self until the end of the following round. You can try repeatedly in each round During combat, you must succeed at this action each round or you lose control, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control.

When you lose control of your shape, it will act as that creature normally would. It is aware that it is in a strange situation and might recognize your allies as enemies. It is likely to try and manipulate the situation to its advantage, tough a brutish creature might simply attack. You can try to regain control at the end of each scene, the third time you fail a control check the power ends instead of you losing control.

As long as you remain in control, you can end the power and resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you take, that is a Charm stunt.

Fey Familiar

Basic Action

You have a Fairy companion, a Henchman Extra with 2/3 of your points who looks out for your interest and will accompany you on adventures. Familiars usually appear as animals; cats or other small pets, ravens, owls, or mounts are common. Others are humanoid or have elemental forms. Familiars often have odd or unusual traits, such as bright colors or extra body parts like wings. Many are shapechangers. You are in constant telepathic communication with your familiar. As a basic action, you can find out where your familiar is and momentarily perceive through its senses. Up to this point the power is Inherent. As a Basic Action you can have your familiar return to you and assume a mundane form; this can be an ordinary animal or even an object. This allows you to take them along in situation where a magical creature would not be appropriate. In this form, your familiar has normal attributes of its species and size, and loses all powers. It is not possible to detect the lost powers or fairy nature when in this form; they simply are not present to be detected. You can return the Fey Familiar to its normal form with another Basic Action.

Fey Friends

Basic Action

You have the ability to befriend and gain help from minor fey you encounter. These hang around you, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these spirits are around, they will try to help you. They are minor spirits, but can help in small ways by keeping track of foes, keeping you updated on what's going on or haunting your enemies keeping them awake at night. In a pinch they may fight for you, but that is nor their normal behavior.

Your Spirit Friends collectively is a Swarm of Minion Rabble with half your points. Its exact composition is highly mutable; you can change the composition of your Spirit Friends, allowing you to change it for a specific situation. Most often, it is simplest to just make a Charm check to see if your fey friends can accomplish their objective, with the assumption that they have whatever powers and skills are needed for minor tasks such as spying, haunting an area, and the like.

Festival

Limit Break

You and allies within Charm meters increase their Reflexes by one until the end of the scene. Multiple applications stack, up to a maximum of +3.

Fey Inspiration

Trigger Action

You inspire others who try to be elusive, fascinating, or who are in tune with the environment. 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 Dodge skill and to other skills and rolls as determined my the GM. When used with Dodge this allows a confident roll to add to the target's Dodge to thwart a successful attack, as if the target had spent a Fortune point.

Steal Name

Limit Break

By stealing an object belonging to another creature, you gain power over that creature. Make a Charm roll against the Charm of an adjacent creature to steal their name. On a success, you get a part of that creatures True Name and can use that true name once, but must do so before the end of the session. If you score an outcome matching the target's Mind, you learn its full True Name. In combat or other situations where the target is wary, it takes an outcome matching the targets Dodge to steal a full true name.

Stolen Shape

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures attributes and schticks in place of your own, but continue to use your own skills. You can resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you stole, that is a Charm stunt.

It takes an Impress roll against the creature's Dodge or Impress to assume the creature's form. You do not have access to the imitated creatures memories, and if the creature assumes control it suffers from Amnesia and only has confused memory-images to go on, both from your memories and from the form it has.

Charm Fire

Charm Fire 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 Fire Elementals.

Conflict

Limit Break

You make creatures rage and attack their allies. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed against will spend their next action moving towards and attacking the nearest creature with their normal mode of attack. Those against whom you get an outcome matching their Mind spend this and the next round attacking the nearest creature. If no allies are present, the creature acts normally.

Fire Inspiration

Trigger Action

You inspire others to be aggressive, intense, and focused. 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 Shoot skill, and to other skills and rolls as determined my the GM.

Flame Interrogation

Finisher

Fire is one of the primal fears, and has great applications in interrogation and intimidation. One of the more common uses is in the effect known as Flame of Truth. An open flame is placed in the subjects open hand. The difficulty is the the targets Charm. As long as he continues to say what you want him to say, the flames do not hurt him, but if he hesitates or lies, the flames flare up. If you want the truth, you get the truth. If you want toadying and half truths, or verification of what you already think, that is what you get. If you fail the roll, he will speak according to his own heart – and you cannot tell that he is deceiving you.

Flash of Intellect

Limit Break

You give yourself or another creature you touch a bonus of +3 to Mind for the rest of the scene.

Charm Flux

Charm Whimsies

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 Whimsies. It doesn't change their basic nature; even when charmed they are still destructive and unreliable.

Confusion

Basic Action

Make an opposed Charm check against all hostile creatures in a diameter equal to your Mind. Those you succeed against act randomly on their next basic action. Those against whom you scored an Outcome matching their Mind act randomly on each of their basic action until the end of the en of the next round, or until an interaction Setback convinces them otherwise. If attacked by one of your allies, the confusion breaks.

Targets act randomly per this table. The target still controls his own trigger actions, Fortune and so on. If the action is impossible for some reason, the creature does nothing.

  1. Act normally. This also ends the confusion.
  2. Take a Full Move in a random direction, turning to use as much as possible of his movement.
  3. Stand about babbling incoherently
  4. Try to Scare the nearest creature.
  5. Attack nearest creature
  6. Attack nearest ally

A monster affected by this power treats a result of 1-4 as "act normally".

Daredevil Inspiration

Trigger Action

You inspire others to be independent, reckless, and to rely on luck. 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 Dodge skill. You can even help someone who failed to resist a roll against his Dodge, allowing him to make a Dodge roll and use the result if higher than his passive value. In this case the reroll is Confident.

Eyes of the Fox

Trigger Action

You can use this once per die roll someone else makes. The GM must tell you the numerical value of one of the character's attributes, skills, or current point totals. You choose which one. If you choose the value the target just used, success is automatic. If you choose another value, you can only analyze values lower than your Shoot, a higher value simply indicates the target is powerful.

Fall Down Finisher

Limit Break

You can use a Finisher on someone you drink under the table or who is otherwise oblivious due to intoxication. Making someone do this in an appropriate situation is generally a Common Ground stunt with an Outcome matching the target's Body. It may take a separate stunt to get them drinking in the first place.

Jack Up

Basic Action

Order fancies it can control sound, but this is noise!

You make the speech and music you and allies make carry further. The sound is clearly audible, giving your Charm stunts based on sound Long range until the end of the scene.

Overcome Inhibitions

Basic Action or Limit Break

Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a limit break. If successful, your targets have their social inhibitions removed. They will do things that decorum would normally prevent them from doing, as long as those things agree with their personal motivations rather than cultural norms. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Up the Ante

Basic Action

You invoke a large amount of raw flux in a creature with an opposed Charm roll. Against a voluntary creature, this is automatic. The next die roll that creature makes is treated as a boxcars result, resulting in either a critical success or a fumble depending on whether the intended action failed or succeeded. Note that boxcars overrides a Confident or Stymied roll.

Whimsy's Wager

Basic Action or Limit Break

You enter a wager or bet with another creature. The creature realizes the possible consequences. As a Basic Action you can enter a wager with a willing creature. As a Limit Break and a successful opposed Charm you can enter a wager with an unwilling creature, but the wager must still be one that they could potentially win. After the wager is resolved the winner can use a Finisher on the loser. The winner can pick a Finisher he knows, or an informed choice of one the opponent knows. Until resolved, the wager is a s Curse.

Charm Force

Charm Aberrations

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 Aberrations. Aberrations are still alien beings even when charmed, and you are not protected against their alien nature.

Contact Strangers

Limit Break

You send out a magical message to creatures of a particular kind, which is delivered to random creatures beginning with ones close and reaching further depending on your Charm. All creatures will fit a general description you give. You can’t send a specific message, this spell is an open invitation to make con­tact and establish communication. You don’t know whether the message was received, nor any specific details about what crea­tures received it or how many. Creatures that receive the message know from where you called them.

Because this doesn’t call or summon the target, the target must have its own way to reach the place. There are no restrictions on how the creatures react to being contacted, and they might ignore the call, respond with hostility, parley, entertain an alliance, or attack. Creatures that come and inves­tigate do so in their own time. For the purpose of powers like scrying, targets have firsthand knowledge of you and a connection similar to if it possessed a likeness of you.

To use this power, you must satisfy two of the following requirements. If you fulfill additional requirements, the power is stronger and more exact.

  • Have a name or mental image of the creature, a description or depiction suffices.
  • Have an object or body part made or used by creatures such as the one you wish to contact.
  • Be in a location that used to be fre­quented by creatures such as the one you wish to contact.
  • Perform the calling in language common to the creatures you wish to contact.

Music of the Spheres

Basic Action

Everyone dances to your music, or at least their spatial position is controlled by you. 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 stay in the initial area, as specified when you used the power. If somehow brought outside this area, the power ends. If targets are attacked or under immediate threat, the power ends as well.

Charm Gifts

Charm Monsters

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 Gifted creatures such as mutants, supers, and monsters.

Escalation

Limit Break

You get a bonus of +1 to all your skill values until the end of the scene. This bonus stacks with itself up to a maximum of +3.

An NPC using this ability gains an escalation bonus of +3, and the bonus decreases by one at the end of each round until it is reduced to zero. The power can only be used once per scene.

Gifted Companion

Basic Action

You have a Gifted companion, a Henchman Extra with 2/3 your points who looks out for your interest and will accompany you on adventures. Companions are very varied and form and function, they often take on the role of sidekicks, mounts, or war beasts. Some companions serve out of a sense of loyalty, others serve to work off a debt or because you have a hold on them. Up to this point the power is Inherent. You can communicate with your companion as a Basic Action, and the companion can do the same with you, regardless of distance or language barriers.

Instant Change

Basic Action

You can assume a mundane form or back again. The mundane form is normally human, but can be any Folk or a normal Animal. In this form, you have normal attribute maxima of your race, and you lose any powers. It is not possible to detect your lost powers or gifted nature when you are in this form; they simply are not present to be detected. Neither can you be identified with your powered self by any power. This is tied to the Mark of Power method.

Mimic

Limit Break, Trigger Action

As a Limit Break, you can perfectly mimic one class of objects or creatures chosen when you take the power. Common choices are humanoids or furniture but other options are possible. You can Mimic specific creatures or objects of your chosen type, but must have detailed knowledge of what it looks like to do so. While Mimicking, all Charm checks to Acting to stay in role are Routine. You cannot use any powers that depend on physical features you do not have when using Mimic, and your effective Body is limited by your assumed mass unless you have some way around this problem.

You can assume your natural form at any time as a Basic Action. This has the effect of a Distraction stunt against all observers who did not know your true nature.

Spirit Friends

Basic Action

You have the ability to befriend and gain help from minor spirits and supernatural creatures you encounter. These spirits hang around you, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these spirits are around, they will try to help you. They are minor spirits, but can help in small ways by keeping track of foes, keeping you updated on what's going on or haunting your enemies keeping them awake at night. In a pinch they may fight for you, but that is not their normal behavior.

Your Spirit Friends collectively is a Swarm of Minion Extras with a final skill (including Swarm) equal to your Charm. Its exact composition is highly mutable; you can change the composition of your spirit swarm, allowing you to change it for a specific situation. Most often, it is simplest to just make a Charm check to see if your spirit friends can accomplish their objective, with the assumption that they have whatever powers and skills are needed for minor tasks such as spying, haunting an area, moving a small object, and the like.

Charm Ice

Brilliant Façade

Stance

You gain the appearance of perfect coolness; your seem unreadable and above reproach. Charm tasks directed against you are Stymied, which almost guarantees a poor result. You still roll normally when trying to use Charm.

Ice Inspiration

Trigger Action

You inspire others to be cool, aloft, and coldly calculating. 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 Know, and to other skills and rolls as determined my the GM.

Charm Ice 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 Ice Elementals.

Charm Illusion

A Thousand Faces

Basic Action

You assume an illusory appearance. This can be anything of the same basic form and from half to twice as big as you are. Mask is an Acting. You can mimic a specific person if you are familiar with their looks and mannerisms or have used Capture Scene on them.

You can use Mask on another, but they must use their own Charm to keep it up and you must renew the Mask every hour or so.

Charm Spectres

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 Spectres.

Consensual Reality

Basic Action

You can transfer control of an illusion to the collective subconscious of those present. This means you no longer have to concentrate or maintain a stance to control the illusion, and it will behave as everybody present and believing in it expects it to act. Thus, an illusion of a guard will continue his duties, but could be relived by other guards or even play a simple game of dice with them. The illusion's effective skill is equal to the number of people who are currently sensing and believing in it, which can make consensual reality very hard to disbelieve. However, it doesn't make the illusory creature any more powerful, not does it grant abilities the original illusion did not have.

Glamored Gift

Basic Action

You describe an object to your target and change the appearance an object you take out or present so that it matches the expectations of observers. The illusion will conform to the general description you gave, but gets its exact details from each observer's mind. This means that each observer sees a slightly different object. People discussing the details of the object can make Create rolls against your Charm to discover they are not seeing the same thing. A creature immune or resistant to mind reading cannot affect the appearance of the Glamored Gift, instead seeing a mix of what others see. The illusion affect all senses.

The Body of the imitated object is the difficulty, and the illusion remains until the end of the session. If the object has a Body higher than your Mind you suffer a -5 penalty. With an opposed Charm roll the illusion will pass inspection. Extremely valuable or intricate objects count as having a high Body when calculating the difficulty, at the GMs discretion.

Illusion of Normality

Basic Action or Limit Break

Win an opposed Charm check to convince others that a situation is in fact perfectly normal; that there is no need to act on it or protest against it. The target turns a blind eye and acts that would normally cause alarm or consternation. Nor will targets report the event afterward on their own initiative, tough they will remember it in a detached way if asked or reminded. Direct threat or harm to the target or its friends breaks the illusion. It otherwise lasts for a scene.

As a Basic Action, this affects one target. As a Limit Break this affects all targets in a radius equal to your Charm. Unnamed bystanders and other uninvolved parties are generally automatically affected with no need for a roll.

Mask of Normality

Stance

You disguise yourself as perfectly normal, unworthy of special attention, with no need to act on or protest against you. Observers turn a blind eye towards actions and appearance that would normally cause alarm or consternation. Nor will they report the event afterward on their own initiative, tough they will remember it in a detached way if asked or reminded. Actions that bring immediate harm to the target, his friends, or his or interests breaks the power on that target, as will actions that would cause alarm even when performed by an ordinary person, such as moving past a guard at a check point.

Phantasm

Basic Action

You can send false sensory signals to a subject's mind. The subject sees, hears, smells, feels or tastes something that isn't there. The appearance of the phantasm is entirely up to you, but a believable phantasm is generally more effective. The target, and only the target, can interact with the phantasm, and it behaves as an unnamed character or normal object would.

Use the rules for Interaction Stunts, nothing that anything is possible, but not everything is believable. To maintain a Phantasm you need to spend a Basic Action on it each round, at the end of a round in which you did not spend an a Basic Action on it, it disappears. Sometimes, the GM might demand further Charm rolls to see how believable the phantasm is.

Skit

Basic Action

This is an illusion of one or more creatures, designed to fool or create an artistic effect. To maintain a Skit you need to spend a Basic Action on it each round, at the end of a round in which you did not spend an a Basic Action on it, it disappears. You can make up to Mind creatures, with no more than Charm meters between any two creatures that are part of the same skit.

Skit are effectively interaction stunts, using opposed Charm skill rolls to try and trick onlookers into believing in them. A well thought out Skit can often get a hefty situation bonus, and all who see the Skit can be fooled by a single use; make a separate roll against each potential target. What the Skit is trying to achieve might not be relevant to all onlookers, some may simply not be interested and the Charm skill roll penalized accordingly or simply skipped as irrelevant.

In combat, a Skit can fool people, making them waste shots or suffer setbacks, but it does not create a target or attacker. A Setback might make targets may believe they are being attacked or attacking a target and act appropriately, but that is the setback, not of the skit power.

Steal the Stars

Basic Action

You fool the the target into thinking you stole something from the environment that is not absolutely essential, but that the target treasures. Examples include the sun, the color blue, stars, moon, a landmark, a creature, or other thing significant to the target.

Make an opposed Charm (selecting an appropriate thing to steal is part of this). On a success, you have stolen this precious phenomenon from the target. The stolen thing becomes a palm-sized object in your hand. Until the target recovers the stolen object, it cannot spend Fortune points. This is a Curse, but anyone holding the object created can end it by giving it to the target or restoring it to its place in the target's perception. Anyone holding the object can use it as an Advantage against the target, which ends the power. Otherwise the object can be dispelled or physically destroyed to end the effect.

Charm Life

Corners of the Mouth

Basic Action

Make a wisecrack, quotation from the classics, or other mysterious or inspirational remark. The person you directed this at (within Charm meters, is immediately focused.

Life Inspiration

Trigger Action

You inspire others to be sensual, libidinous, and generous. 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 Charm skill, and to other skills and rolls as determined my the GM.

Sexual Influence

Basic Action

You can only use this power against someone you have just brought to orgasm. Make an opposed Charm roll. If you succeed, you can use a Finisher against him, just as if you had defeated him in combat.

Sleep

Basic Action or Finisher

Make an opposed Charm roll, on a success the target loses three shots napping and cannot use his Recon as a defense, using his Reflexes instead until his next shot comes up. This is important when people try to Sneak on him. If the attack scores an Outcome matching the target's Mind, the target does not loose any shots, but cannot take any actions for the rest of the round or until he takes damage or is successfully interacted with. If used out of combat, the target is momentarily distracted and doesn't realize something strange happened. As a Finisher, the target is permanently asleep and the effect is a Curse. This is a suspended animation and reduces the targets physical needs to almost nothing—as the plot requires.

The Master's Voice

Focus

If someone else takes a Basic Action to praise you, you can use this schtick to focus. This can always be used in front of an appreciative audience, whose constant praise you thrive on. This can even let you focus when another uses an appropriate stunt against you.

Charm Light

Angelic Visage

Stance

You gain the appearance of a being of light; your intentions seem clear and guileless and you looks put people at ease. You can treat Charm tasks against creatures that have a good or indifferent attitude against you as Routine, which almost guarantees a good result on everyday tasks. You still roll normally when trying to use charm against people who are hostile or suspicious.

Best Intentions

Basic Action or Limit Break

Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a limit break. Targets can volunteer to be targets even if you roll badly, but if you fail the Charm roll to affect a target with Best Intentions you cannot succeeds on such Charm roll until the end of the scene. If successful, you and all targets have only the best intentions for each other, expressing opinions honestly and accepting what is said in the best possible light. Interactions playing on this cause a Setback on a simple success, tough such setbacks are of course beneficial, indicating agreement, full disclosure, and good and honest handshake deals. This lasts until the end of the scene. Interactions by against people not affected by the power do not change.

Discern Motivation

Basic Action

With a opposed Charm roll you can peek at a creature's soul and discern what motivates it, what it feels affection for, and what kinds of things would inspire it. This often gives you hints on how to best interact with the creature. If you are willing and able to use this information, which might put demands on your actions, you gain a +3 bonus on Charm checks against a creatures whose motivations you have discerned.

Light Inspiration

Trigger Action

You inspire others to act in an enlightened and benevolent fashion, facing situations with direct, virtuous actions and placing the safety of others above their own. 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 Melee skill, and to other skills and rolls as determined my the GM.

Light of Truth

Limit Break

You create a static circle of light with a diameter equal to your Mind lasting until the end of the scene. This area is brightly lit, and the light also has a spiritual dimension; it is difficult to lie, cheat, hide or otherwise use deception in this area. Subtract your Mind from all such attempts. It is still possible to omit and withhold information, as long as no falsehoods are spoken and no new false impressions created. Light of Truth is obvious; the glare makes deception obviously awkward.

Power of Light

Trigger Action (Focus)

Whenever someone in your vicinity takes a good and selfless action, taking a risk or making a sacrifice for someone else rather than for expected benefits to themselves, you can focus. If you are the one taking the action, the GM should be a little more strict on the goodness, but using Power of Light does not in itself count as being selfish.

Charm Magic

Charm Spell

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.

What creatures you can use this against depends on what Forms you know, read on the Creatures and Forms table.

Magic Inspiration

Trigger Action

You inspire others to be inspired, informed, and enlightened. 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 Know, and to other skills and rolls as determined my the GM.

Magical Gift

Limit Break

Each time you use Magical Gift, select one power that usually only affects yourself. Then select a number of creatures equal to your Mind attribute, who must all be within Mind meters. For the rest of the scene, all these creatures can use this power just as if they had it themselves. You can only maintain one power at a time using Magical Gift, but you can learn Magical Gift multiple times to be able to maintain several different powers. Each is still a Limit Break to activate.

Charm Metal

Charm Metal 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 Metal Elementals.

Dragon Debt

Limit Break

Select an object you formerly owned. You call the creature carrying the object to you. Make an opposed Charm roll, ignoring line of sight and range modifiers. On a success the target is overcome with a compulsion to move towards you and return the object for one hour per point of Outcome (minimum of 15 minutes). You know if the power is still working or has been broken, but nothing more. If you leave the locale where you used the power, it ends.

The target will move towards you at normal Move. It knows what direction you are in, and will select what it thinks is the best path. If prevented from moving, the creature will struggle and even fight to be able to move on, but is not compelled to spend any Fortune. Once the target arrives, it will offer you the object and the compulsion ends.

An opposed Charm roll against you to break the effect is allowed whenever a particular creature first tries to get the target to stop and each round when in combat or other direct danger. On a success, the effect is broken. The target knows where you are at and can communicate this fact to anyone it encounters or can contact, as long as doing so would nor make it stop moving.

Heroism

Limit Break

Select any one Schtick; the target can use this schtick for the rest of the Scene.

Magnetic Attraction

Basic Action

You set up an attraction between two people. Their eyes will meet, they will "randomly" come upon each other during normal social activities, but they are not emotionally attached to each other as a result of this power. An unaware or uncooperative target needs a successful opposed Charm roll to be affected. You need not affect both targets simultaneously, you can affect first one, then the other. One of the targets can be you.

What this does is that it brings about many "chance" encounters and charm tasks like Common Ground and Seduction can continue even if a charm roll fails.

Magnetic attraction lasts as long as the two people remain in an area where they could conceivably meet - if one of them is out of contact for a day, the effect ends.

Metal Inspiration

Trigger Action

You inspire others to be precise, decisive and cooly confident. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of Melee, and to other skills and rolls as determined my the GM.

Charm Mind

Charm Person

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 Folk.

Cricket Voice

Finisher

You create a copy of your own mind in the subconscious of the subject; an alternate ego or conscience that can converse with the target and advice him, representing your ideals and giving advice and suggestions you would have given if you were there. The cricket voice can be very persuasive, using your Charm. It can cause distractions, causing the victim to lose a Fortune point per infraction with an opposed Charm roll. The Cricket Voice is a Curse.

Dazzle

Basic Action

Make an opposed Charm roll to dazzle each enemy in a diameter equal to your Mind. On a success the target is dazzled on his next basic action. On an Outcome matching the target's Mind he is dazzled for the next three actions.

A dazzled target does nothing except gape at you. If you are not in sight, he follows you, using his Move before taking each basic action, spending the movement portion of the basic action to do so. He stops when he comes into line of sight. If his move ends further away from you than your Charm in meters, of if he is attacked or under immediate threat, the effect breaks.

Mind Inspiration

Trigger Action

You inspire others to be observant, reasonable, unbiased, open-minded or even vacillating. 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 Charm skill, and to other skills and rolls as determined my the GM.

Mindspeech

Basic Action

You can communicate telepathically with the minds of other creatures within sight. Once this contact is established, you can maintain it at a distance of up to a Mind kilometers. You can maintain this communication with a number of other creatures equal to your Mind and it is possible for you send certain messages only to certain members of the group. This is communicative telepathy only; targets must actively broadcast their thoughts and no mind reading is possible. Mindspeech can relay spoken messages and basic sensory experiences such as vision, scent etc., but complex subjects are just as hard to explain telepathically.

Name the Soul

Limit Break

Socialize with a creature in order to learn his True Name. Soul Name requires an opposed Charm roll to work. On an Outcome equal to the target's Mind, you learn their True Name. On a lesser success, you gain an Advantage.

Sense Thoughts

Basic Action

You can read the surface thoughts of a creature you can see and eavesdrop on telepathic communication. To gain information this way you make an opposed check against the targets' Charm. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Suggestion

Basic Action

Allows you to impose your will on a subject. The difficulty is your target's Charm. The subject will obey a single short instruction, following its spirit as well as its letter. Instructions to which the target objects strongly require an Outcome equal to his Mind.

In an intense situation, such as combat, the instruction only affects the opponent's next Basic Action, which must be taken when his next shot comes up. Unless the Outcome matches the target’s Mind, it will only cause the target to lose shots in confusion, not to actually do anything. Out of combat, it lasts for one scene, which can be the current scene or the next scene depending on the situation, but is restricted to a single suggestion.

You can instead implant posthypnotic suggestions that lie dormant and activate at a later time to a specified trigger. The main difference is that the target does not know what the suggestion is until it is triggered. On an Outcome equal to his Mind, the duration can extend even to the next session.

Wish Fulfillment

Basic Action

Make an opposed Charm roll against a creature to discover what it's wishes in the the moment are. This tells you what kind of action, gift or stimulus would please the target right now. If you act out this fantasy, you gain a bonus of Charm stunts against the target of +3. This might require you to do things that you find repulsive. If you manage to really create a situation matching the dream and succeed on the Charm check, you score an automatic Setback against the target, but if you fail the almost-but-not-quite-right situation squicks the target, a Setback for you.

Charm Order

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.

Charm Plant

Abundant Growth

Basic Action

You increase the target's size and the size of all their carried equipment. This can have a set duration of up to one day. If used on an enemy, you must beat the target with an opposed Charm roll, on an unresisting target the difficulty is their Body. On a success, you can increase the targets Body by 3. On a margin equal to the target's Body, you can increase the target's Body by as many points as your Mind, potentially increasing a child to the size of an ogre. When you increase Body, Mind and Reflexes are both lowered by half that amount, to a minimum of 1.

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 Gather Information, 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. Terrain features and creatures inhabiting the area are always known, but transients might be missed. The plant life knows of areas where their presence is hampered, such as in a house, but cannot give any detail of what is in such a space. This power extends into a circle with an diameter in kilometers equal to your Mind.

Plant Inspiration

Trigger Action

You inspire others to be calm, peaceful, quietly resilient, and stoic. 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 Recon 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.

Spores

Inherent

Despite lacking any social abilities, you can release spores that are similar in effect. When using a Charm power (not a schtick or stunt), you can roll Melee rather than Charm.

Charm Psi

Communal Power

Limit Break

Select one or more powers that are currently in use by someone in a Psychic Network you are also a part of. These powers become a natural part of the world, undetectable by powers that detect other powers. As long as a member of a Psychic Network you are part of visits the area at least once per day, the powers last. Powers that require active control will be dormant until activated by one of the Psychic Network.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Friend Bonding

Basic Action

You can include a willing close friend, blood relative, or loved one in a Psychic Network. There is no range limit.

Power Bank

Basic Action

Select one power known by a willing friend you are touching who will lend a power and one other person you are touching who will borrow the power. Either of these can be you. The borrower can use that power until the end of the scene - the lender loses the power for the same time. Either can end the Power Bank with a Basic Action.

Psychic Insinuation

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.

You can use this on any creature you touch.

Psychic Network

Basic Action

You maintain a psychic connection with others. To establish a psychic network, you must touch a willing person or use other powers that specifically establish a psychic network. Once established, the network exists until a member creature uses a Basic Action to end its membership in the network. Normally you are assumed to leave networks at the end of a story, but in psionic societies they might well be permanent.

All creatures in a psychic network are connected to each other and gain the following benefits:

  • Can communicate with each other as if by speech as well as send empathic and sensory impressions.

Those who know this power gain additional benefits.

  • Are Considered to be touching all members of the network for the purpose of using psychic powers, allowing the use of many powers over range that normally only work on touch.
  • Can avoid attacking other members of the network when using area effects.

Charm Space

Local Attraction

Limit Break

You make a spot attractive to be in for a number of days equal to your Mind. Creatures passing by tend to stop there, and might even take a detour to pass by. When a creature passes within a range of 10 meters times your Charm, the effects makes a roll using your Charm. On a success, the creature is drawn to the location and will pause a few minutes, but is not forced to make a detour if it path does not lead to the location. On a success matching the creature's Mind it will take a detour and stay at the location for about an hour before moving on. Local Attraction can simultaneously affect a number of creatures equal to your Charm. If the effect exceeds this number, it stops affecting random creatures until the legal number is reached.

Spatial Link

Charm Range
(meters)
8 40
9 60
10 100
11 160
12 250
13 400
14 600
15 1,000
16 1,600
17 2,500
18 4,000
+5 x10

Basic Action

Touch a willing friend to create a spacial link to his location; you can now see and talk to this friend and use powers as if you had line of sight, ignoring all cover. You can also use Teleport powers to move this friend, or to move to the location where this friend is.

The range of Spatial Friends depends on your Charm skill. The power ends if you move out of range. You can have several spatial friends at once, up to your Mind in number. The power normally lasts until the end of a session, but the GM can judge that a mid-session break of a day or so breaks it.

Teleport Embrace

Basic Action

Select up to your Mind willing targets you can touch or who touch each other - it is possible to form a chain of hands. The next time you use a Teleport power to move, these people go along with you.

Anyone who moves out of touch with the chain of hands breaks the effect.

Charm Spiritual

Awaken Power

Limit break

You can awaken and converse with lingering spell effects as if they were intelligent creatures. If you are charming enough, they may let you off, or even change sides. Make an opposed Charm roll against the creator of the power. If you succeed, you can convince the power to change its effect in a minor way, moving about one meter or changing target to something harmless. On an outcome matching the creator's Mind, you gain control of the effect as if you were the user of the original power, or you can cancel the effect and then use it once yourself during the current scene.

Focus of the Soul

Finisher

You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. While you can use this on voluntary targets, it only works on allies when there is a concrete issue for you to help them with. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the story, you gain the following benefits towards the target.

  • Any successful interaction you use against the target causes a Setback.
  • You can use a Trigger Action to cause any one action the target takes to be Stymied.
  • As a Basic Action you can make the target Focused.

This also allows you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but success hinges on the target's willingness to cooperate.

Listen to the Heart

Basic Action

You are sensitive to the wishes and dreams of spiritual people, especially those sharing your faith and/or credo. You can sense the mood of a congregation, and know if there is dissident or doubt. You can sense the dreams and ambitions people have, especially if projected as prayer. You can get a general feeling for a person with an opposed Charm roll, particularly in regard to to matters of faith. Expect the GM to use this as a plot hook.

Sealing

Finisher

This power seals away, confines, and placates a supernatural creature, making it harmless. Supernatural creatures include Fairies, Epitomes, Gifted, and Strange. The creature does not need to breathe, eat, or drink while sealed, nor does it age. It can use its powers, but only on voluntary recipients; an unwilling target is automatically immune. It cannot use powers on itself. If slain or destroyed, it is released and immediately fully healed. It cannot be Summoned. Choose one of the following forms of confinement:

  • Slumber: The creature falls into a deep, comatose sleep. It can be temporarily awakened for short conversations.
  • Chaining: The subject is confined to the spot it occupied when it received the power. Nothing can move the creature from the spot as long as the power is active.
  • Idolatry: The subject is imprisoned in an object. It is comatose, but any creature touching the object can awaken it and communicate with it.
  • Metamorphosis: The creature is transformed, usually into a tiny animal but sometimes into an object or human or other more advanced creature.
  • The creature assumes gaseous form, except for its head or face.
  • The creature is shrunk to a height of 1 inch or less, Body and Move reduced to 1.
  • The creature suffers Power Loss.
  • Combination You can combine several kinds of confinement.

In addition to what is noted above, Sealing can be broken like a Curse.

The duration depends on your Mind. The power can be extended by casting this ritual again. It is common practice to institute a yearly ceremony to re-seal a powerful creature bound this way. You can use Mental Push to extend the duration.

Mind Score Duration
6 or less A month and a day
7-8 A year and a day
9-10 A decade and a day
11-12 A century and a day
13 or more A millennium and a day

Spirit Gossip

Limit Break

You talk to spirits and listen to what they have to say; the result is similar to Gather Information, only you learn of things relevant to spirits instead of people.

You listen to rumors in a radius of 100 meters times your Charm, but if there is a distinct territorial division in the area the power's effects do not cross such a boundary. Examples of such borders include a specific cave complex, city/countryside limits, a shore separating land and sea, or the limits of a major forest or other distinctive terrain limit. The ritual must be performed in the locale you wish to inquire about, and involves wandering around and actually conversing with spirits, which might be dangerous in certain places.

Spirit Guide

Basic Action

You have a principle as a spiritual companion, a Henchman Extra with 2/3 of your points who looks out for your interest and will accompany you on adventures. Spirit guides generally have Spirit Form as their natural form, with you as their medium.

You are in constant telepathic communication with your spirit guide. It sees advising you as it's primary role, but will also help you in other ways as needed.

Spiritual Inspiration

Trigger Action

You inspire others to be inspiring, pious, and devout. 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 Impress skill, and to other skills and rolls as determined my the GM.

Spiritual Vision

Limit Break

Through meditation and humble supplication, you receive a vision. This is always on a subject relevant to your creed, but can be practical or esoteric depending on the situation. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. Unlike most scrying, vision does not need a target, it can be a general request for guidance - in this case the GM gives information based on the roll.

Charm Tech

Compartment

Inherent

A hidden compartment somewhere on your body. It can hold a quarter-liter of stuff or a weapon with Concealability: Pocket. A compartment is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a Body Cavity Search; even so, an opposed Charm is required.

Small (thumb-sized) compartments work the same and can be had for free for anyone in a cyber setting who has mastered the Technology Form.

Cybersnake

Basic Action

A telescopic tentacle that can extend up to one meter to attack or manipulate objects on your mental command. The cybersnake is usually hidden in the mouth or abdomen, but can be fitted as an additional function of a Prosthetic limb. It can extend to about 2 meters from your torso but gets weaker as it reaches out.

A cybersnake is not a viable weapon for general combat, but can be very effective as a surprise attack. Once per scene when somebody unaware of your intent to use the snake touches you make an opposed Charm roll as an attack with Body +5 damage.

It can also be used to surreptitiously manipulate items as if you had Sleight of Hand. If the attempt is noticed, it is the cybersnake they see, tough that can generally be connected to you in short order.

Cybernetic Implant

Inherent

Pick one stance power. That stance is installed in a surgically implanted device, and the power of the stance becomes Inherent and is always on. Cybernetic implants can be subtle or discrete as a matter of style, but they can be detected by sophisticated sensors or with an opposed Charm check.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Face Dance

Basic Action

Replace the skin and bone of your face with synthetic mass that can be molded into any facial appearance as well as change skin and hair coloration all over your body. It also alters your vocal chords, letting you mimic speech. This makes disguise a speedy and easy process. If combined with a Skin Graft, you can change the shape of your entire body on a whim.

Pheromone Control

Basic Action

With an opposed Charm roll, you can create a social connection between you and another person within reach. That person will focus his attention on you, for good or bad. Depending on the mood, this might involve sex, combat, or just conversation. He will ignore normal distractions and is generally willing to follow you a short way in order to interact there.

Pheromone control allows you to manipulate nearby people by means of pheromones. Pheromones are scent-like substances used by people and animals to communicate on a subconscious level. Manipulation on such a primal level can be dangerous, lending itself best to inducing needs that can be immediately gratified. If you try to induce subtle feelings or long-lasting relationships, Pheromone Control may backfire. It is thus best used to get into someone's close presence, where normal Charm can proceed. This only works against creatures whose racial pheromone sets have been programmed into the unit, and anyone with a breather mask or somehow otherwise immune to poison or inhaled gases can ignore it.

Skin Graft

Inherent

A cosmetic modification. With skin graft, you can look like anyone or anything with a basic body shape similar to your own. You cannot turn into a baby or a crocodile using this system, but can change your body mass from half to double normal. The operation takes a few days of hospitalization, so appearance cannot be changed on a whim, but if you also have Face Dance, your entire bodily appearance can be changed at a whim. A change in mass means you have to ingest or expel the relevant amount of matter, generally water but extreme changes require a nutrient broth.

Subdermal Armor

Inherent

A weave of protective fibers is implanted under your skin. This is normally not visible but can be noticed on a Pat-Down search. You gain 4 points of armor, giving you a Toughness equal to your Body +4.

Subdermal Weapon

Inherent

You have a weapon of Concealability Pocket or less surgically implanted in your arm; you can hide or activate this weapon at any time. A subdermal weapon is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a Strip Search.

Technological Inspiration

Trigger Action

You inspire others to be detached, analytical, and focused on results without regard to distractions or unwanted consequences. 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 Create skill, and to other skills and rolls as determined my the GM.

Weapon Arm

Inherent

You have a weapon of Concealability jacket or less implanted in your arm cyber arm; you can hide or activate this weapon at any time. If you do not have a prosthetic cyber arm, you get a simple cybernetic arm that functions as a normal arm to hide the weapon in.

A Weapon Arm is very hard to see and shielded against most detection; it can only be detected with advanced sensors or a close inspection; even so, an opposed Charm is required. The prosthetic arm is not so cloaked (unless you have other powers that do so).

Charm Time

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.

Charm Water

Charm Water 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 Water Elementals.

Drowning Embrace

Limit Break

You attempt to kiss or embrace the target. Out of action scenes you can usually achieve this with a Charm setback instead of using a Limit Break. Make an opposed Charm check. On a success, the target take a Damage Setback from drowning. On an Outcome matching the target's Body you can give the target a Mortal Wound or use Finisher you know. A target that can breathe water cannot be drowned, but can suffer a Finisher.

Fluid Motion

Limit Break

You give yourself or another creature you touch a bonus of +3 to Reflexes for the rest of the scene.

Go With The Flow

Basic Action

You make another character go with the flow of the situation. The target may immediately take what is normally a Basic Action without spending any shots. This action must be the same one the target or an ally took on their last action, or an action that is caring, mercurial, or spiritual. If the action succeeds at this action, they also recover one Hit.

Sea Inspiration

Trigger Action

You inspire others to be caring, mercurial, and spiritual. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Charm skill, and to other skills and rolls as determined my the GM.