Emote Magic (Action Powers)

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Main article: Powers (Action)

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.