Emote Occultism (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Aberrant 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.
This power only works on Aberrations.
Aberrant Mind
Inherent or Stance
Attempts to use divination and mind-reading powers against you can lead to dire consequences. When a creature uses such a power to learn information about you or your mind, you can make an opposed Charm check against them. On a success, they fail to gain any useful information and are Confused until the end of the round (for the first round if this starts detailed time).
This can either be a stance or inherent power. If it is inherent, your mind is alien and your behavior is obviously odd unless you somehow disguise yourself as sane.
Insanity
Basic Action, Limit Break, or Finisher
You can cloud creature's minds and drive them insane.
Make an opposed Charm roll against your target; one target when done as a basic action, all enemies in a diameter equal to your Mind when done as a Limit Break. An affected creature is insane for the rest of the scene. On an Outcome matching the target's Mind, they are insane for the rest of the session. When done as a Finisher it is a Curse, and lasts until the curse is broken. If a condition would negate the effect of such a curse, the insanity reasserts itself in the next scene.
An insane target suffers one of the following effects. Roll 1d6 to see which effect. If this does not fit the personality of the target, re-roll. The second result is final. Where a power has variable effects, you determine the specifics, such as who a fixated target fixates on or what a delusional target thinks is lost.
- Befuddlement — as Illusion of Normality
- Delusion — as Steal the Stars
- Fixation — as Magnetic Attraction
- Hallucinations — as Confusion
- Multiple Personalities — as Cricket Voice
- Psychopathy — as Overcome Morality