Emote Force (Action Powers)

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Main article: Powers (Action)

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.