Emote Plant (Action Powers)

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Main article: Powers (Action)

Abundant Growth

Basic Action

You increase the target's size and the size of all their carried equipment. This can have a set duration of up to one day. If used on an enemy, you must beat the target with an opposed Charm roll, on an unresisting target the difficulty is their Body. On a success, you can increase the targets Body by 3. On a margin equal to the target's Body, you can increase the target's Body by as many points as your Mind, potentially increasing a child to the size of an ogre. When you increase Body, Mind and Reflexes are both lowered by half that amount, to a minimum of 1.

Commune With Nature

Limit Break

You make a pause to commune with nature; depending on your Tradition you might be communing with spirits, divine beings, or reading telltale signs in a holistic system. This works much like using Gather Information, only your contact is the plant life of an area. Anything obviously affecting the plants will be easy to learn, things obtrusive to plants less so. Terrain features and creatures inhabiting the area are always known, but transients might be missed. The plant life knows of areas where their presence is hampered, such as in a house, but cannot give any detail of what is in such a space. This power extends into a circle with an diameter in kilometers equal to your Mind.

Plant Inspiration

Trigger Action

You inspire others to be calm, peaceful, quietly resilient, and stoic. 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 Recon skill, and to other skills and rolls as determined my the GM.

Charm Plant Elementals

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 Plant Elementals.



Despite lacking any social abilities, you can release spores that are similar in effect. When using a Charm power (not a schtick or stunt), you can roll Melee rather than Charm.