Emote Death (Action Powers)

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Main article: Powers (Action)

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.