Charismatic Aura

[Power]

**Cost**: varies

**Activate**: 1PP; varies

**Sustain**: per round; free action

**Range** : varies

**Save** : Will (negates), Charisma-based

You can radiate an aura of charisma around you that influences the emotions of anyone within range. People exposed to your aura can roll a Saving Throw to avoid the effects. *Charismatic Aura* is a mind-affecting power and **affects everyone within the area**. Anyone who is either in the radius of the power when you activate it, or who enters the radius while it's already activated, must make a saving throw or be subject to whichever mode of the power you choose (see below). Anyone who leaves the radius instantly sloughs off the effects.

The cost of this power varies depending on the area of effect (radius) and the activation time. Multiply the area cost by the activation multiplier to determine the total cost of the power. Sustaining the power requires no concentration. There are **three modes** to choose from: Charm, Intimidation, and Repulsion. You can take this power multiple times. Each time, you gain a different mode.

**Charm**

People affected by this power look upon you as a trustworthy and respectable friend. You cannot control them like automata, but they perceive your words and actions in the most favourable way. Charmed people do not obey orders harmful to themselves, never obey orders to commit suicide, and only obey orders to get into combat if they think they can win. This power cannot affect people who are already engaged in combat against you or your allies. If you or your allies threaten them, you trigger a new saving throw. If the subject(s) succeed on that save, they are immune to the power's effects for 1 full minutes (10 rounds).

**Intimidate**

People affected by this power look upon you as a figure of great menace and near invulnerability. Affected people do not flee, but cannot to take any form of hostile or hindering action against you. They are thoroughly convinced that any such action would have no positive effect and terrible consequences. This effect does not prevent affected people from taking hostile action against your allies. If the subject(s) of the power witness someone else hitting you for damage or otherwise harming you, they get a fresh saving throw. If the subject(s) succeed on that save, they are immune to the power's effects for 1 full minutes (10 rounds).

**Repel**

People affected by this power immediately want nothing more than to escape from your area of effect, forcing them to run away from you. Until they are outside the power's area, they cannot take any other action but escaping from you. Once outside the area, the effect falls. If they re-enter your area of effect, they must make a fresh saving throw.

**Area of Effect Cost**
 15 feet
 20 feet
 25 feet
 30 feet

**Activation Time Cost Multiplier**

Full-Round Action x1 -- Standard Action x2 -- Move Action x3

## Enhancements

**Enhancement**: Duration

> **Cost**: 3CP
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> In addition to being affected when they are inside your area, subjects of your power are also affected for 1d6 rounds after they leave the area. All other rules remain the same.
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**Enhancement**: Reduced Area

> **Cost**: 3CP
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> You can control the exact radius that your aura affects, from as small as 5 feet up to your maximum. Changing the area of effect requires a quick action.
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**Enhancement**: Selective Presence

> **Cost**: 4CP
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> Your aura effects only those in your area of effect whom you *want* it to effect. You can selectively exclude anyone in your radius, such as friends and allies, from being affected by your aura. You can alter whom the aura effects as a quick action.
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