Emote Mind (Action Powers)
|Templates for Action|
- Main article: Powers (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.
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.
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.
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.
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
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.
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.
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.
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.