Light (Action Powers Form)

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Heroic Action Role-Play

Light is the power of ethics, inspiration, and enlightenment. It involves physical light, insight, and meaning. It gives meaning to the blind forces of order and flux, and drives away the darkness. Light powers serve to inspire, awe, and enlighten.

Alternate Names: Good.


Creature : Angels
Skill : Melee
Attribute : Mind
Sense : Sight
Mood : Inspired, Enlightened, Benevolent.
Blast: Radiation.

Light Cantrips

Basic Action

You can create a light of any color in the area within Mind meters from you. You can make this solidly illuminated, or create bright spotlight effects at certain points.

Charm Light

Angelic Visage


You gain the appearance of a being of light; your intentions seem clear and guileless and you looks put people at ease. You can treat Charm tasks against creatures that have a good or indifferent attitude against you as Routine, which almost guarantees a good result on everyday tasks. You still roll normally when trying to use charm against people who are hostile or suspicious.

Best Intentions

Basic Action or Limit Break

Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a limit break. If successful, you and all targets have only the best intentions for each other, expressing opinions honestly and accepting what is said in the best possible light. Interactions playing on this cause a Setback on a simple success, tough such setbacks are of course beneficial, indicating agreement, full disclosure, and good and honest handshake deals. This lasts until the end of the scene. Interactions against people not affected by the power do not change.

Discern Motivation

Basic Action

With a opposed Charm roll you can peek at a creature's soul and discern what motivates it, what it feels affection for, and what kinds of things would inspire it. This often gives you hints on how to best interact with the creature. If you are willing and able to use this information, which puts demands on your actions, you gain a +3 bonus on Charm checks against a creatures whose motivations you have discerned.

Light Inspiration

Trigger Action

You inspire others to act in an enlightened and benevolent fashion, facing situations with direct, virtuous actions and placing the safety of others above their own. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Melee skill, and to other skills and rolls as determined my the GM.

Light of Truth

Limit Break

You create a static circle of light with a diameter equal to your Mind lasting until the end of the scene. This area is brightly lit, and the light also has a spiritual dimension; it is difficult to lie, cheat, hide or otherwise use deception in this area. Subtract your Mind from all such attempts. It is still possible to omit and withhold information, as long as no falsehoods are spoken and no new false impressions created. Light of Truth is obvious; the glare makes deception obviously awkward.

Power of Light

Trigger Action (Focus)

Whenever someone in your vicinity takes a good and selfless action, taking a risk or making a sacrifice for someone else rather than for expected benefits to themselves, you can focus. If you are the one taking the action, the GM should be a little more strict on the goodness, but using Power of Light does not in itself count as being selfish.


Limit Break

You get a vision of something that greatly concerns you or someone in your presence who you use the power for. The vision can contain factual information or advice, depending on the situation and story needs.

You do not pick the target of Vision, the power picks an appropriate target automatically. Range is not a factor. To gain information this way you make an opposed check against the targets' Recon. 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.

Create Light

Create Light

Basic Action

You illuminate a large area, such as a field, square, or large room (about 100 meter diameter). The change is instantaneous and normally lasts for one scene; it the power is disrupted natural light conditions quickly return. The area is brightly but not painfully lit by a diffuse, pearly light. There are few shadows or dark areas, but the light cannot shine through solid objects, and thus becomes weaker or nonexistent if there is but a small channel for it to spread through. Create Light overcomes all darkness, even that created by Darkness powers.

Luck of the Angels

Limit Break

You recover a spent Fortune point. You can always do this in an action scene, but in downtime you can only recover Fortune this way after you have spent a Fortune point on enlightened and benevolent actions, facing situations with direct, virtuous actions and placing the safety of others above your own.

Dodge Light

Impervious as the Sun

Trigger Action (Defense)

Make an Active Defense, with the usual +3 Dodge bonus. In addition, those that fail to strike you in close combat during this shot loses one additional shots from their shot counters. Unnamed characters that fail to hit you lose their entire next action.

Light Focus

Trigger Action (Focus)

You can focus when you take Radiation damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you. You can also focus when subject to blinding light - even if you are immune to it.

The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Radiant Defense

Trigger Action (Defense)

When you take Disruption, Energy, or [[1]] damage, you can defeat the damage with radiant energy, adding your Mind to your Body or Mind against one specific attack.

Impress Light



You present the target with the evil tainting his soul and present a way for them to walk into the light, atone, and make up for the evil of their life. The results of their current evil is explained, and the power also presents the target with how its life could be if it changes or remains as it is. This revelation is deeply profound and the target will need time to decide his reaction to it. Depending on how strong the target's convictions are, this can be a processes of days or weeks. Once this period is over, the target may change his life or not - this power does not influence the decision. If the target does change to live a life of light, this power can analyze any Curse or negative effect the target suffers from and find or create a good way out of such problems.

Celestial Spotlight

Basic Action

Make an opposed Impress roll to prevent the target from using teleport powers for the rest of the scene.


Basic Action

You can dazzle onlookers by presence and aura. You can make an upstage stunt as a basic action, and the effect lasts for the rest of the round. A target who is attacked or otherwise interacted with by one of its opponents breaks free of the effect. This grabs attention, but is domineering; people who are skeptical of you are likely to be insulted.


Basic Action

You give another the impulse to act in a positive and forthright manner. Inspired, Enlightened, or Benevolent. This includes attacks that protect innocents and allies. The target may immediately take what is normally a Basic Action with no shot cost. They use their own skill value or your Impress, whichever is better.

Invoke Hope

Basic Action

You can restore hope and good spirits to yourself and allies. Any lingering Stunt effect or penalty is negated for everyone in an area with a diameter equal to your Impress. This includes advantages, stymies, and many setbacks, tough setbacks that have an instantaneous effect, such as putting a character in a perilous situation or inflicting damage, are not negated. You must be somewhere in the area to be affected.

Summon Angel

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.

You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.

You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.

Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.

You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.

This power only works on Angels.

Know Light

Bright Dispel

Limit Break

Age of
One Day 12
One Week 14
One Month 16
One year 18
A decade 20
A century 22
A millennium 24
Ten millennia 26
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

You can dispel any power of the Light form or which affects an angel. Light also banishes darkness, and you can use light to dispel any power which adversely affects someone's body, spirit, mind, or mood.

Light Tolerance


You are not harmed by excessive light or radiation. Add your Mind to soak values against Radiation damage, and you are immune to the blinding effects of glare or bright light.


Basic Action

You can speak with any creature that can talk and wants to speak with you. You must share a medium, such as vocalization/hearing or signs/sight.

True Word


The target cannot lie, dissemble, or use trickery. Charm attempts that are not completely honest are Stymied, and those that are based on lies or false pretenses cannot even be attempted. This is a Curse.

Maneuver Light

Angelic Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Angel with this version of the power. Doing so, you are filled with angelic virtue and become unable to do dark deeds.

Prismatic Division

Limit Break

You split into two creatures with identical abilities, but each of a different primary color. You share the same shot counter and fortune pool; each duplicate does the same actions but does so separately and moves separately, up to Mind meters apart. Only one duplicate can perform Limit Breaks each round. When one of you is hit, you can decide to either take the damage normally or have the duplicate that was hit disappear. All but one duplicate disappears at the end of the scene. The last duplicate left is considered "you", the original, there is no difference between the duplicates while they are active.

You can take this power multiple times, gaining a number of additional selves equal to the number of power picks, up to seven.



You surround yourself with a blinding aura of power, making you appear powerful and exalted. It is hard to focus on you through this intense glare; anyone wishing to target you must first take a Basic Action to overcome the glare. Once this is done, they can freely target you for the rest of the scene. This stance is negated against anyone against whom you have cover or concealment, just as if they had taken the basic action to overcome it.

Does not prevent area attacks.

Melee Light

Banish Darkness


Any powers affecting the target can be negated at your option. For example, summoned targets are sent home, transformed targets returned to their basic shape, and dominated targets become free again. You can also negate stances and boosting powers on the target. A Curse is only temporarily negated for the current scene and then returns, but this might be enough for the cursed creature to make amends or seek help.

Center of the Universe


All enemies within Mind meters whose Mind is lower than yours and who are able to choose you as their target must do so, or refrain from attacking altogether. A target that is attacked by someone else can retaliate against that target instead of attacking you.

Glowing Hands

Stance (Damage Boost)

You can imbue a physical attack with +2 extra damage of a specific type, either a Melee or Shoot attack. This damage is often of another type than the attack normally does, which requires some special rules.

  • Unless the target has some extra resistance to either type of damage, he takes +2 damage from the attack.
  • A target resistant or immune to the ordinary damage of the weapon or to the extra damage, the weapon does its basic damage without the extra damage. The target does not get to use its resistance.
  • A target resistant to both the extra damage and the weapon's normal damage suffers the +2 extra damage, but gets to apply its resistance.
  • A target immune both to the elemental damage and the regular damage takes no damage at all.

This is the same as the Melee Weapon ability Extra Damage. You can only benefit from one damage-boost stance or instance of Extra Damage at a time.

Glowing Hands does Radiation damage.

Soul of Light


You can use your body to do melee attacks that do Mind +2 Radiation damage damage, or more if you are using an Implement to improve damage.

Touch of Perfection

Basic Action

Make a normal Melee attack. The target can only use Toughness (or Body) to soak the damage, any exceptional types of damage reduction won't work.

Recon Light

Detect Evil

Basic Action

Many magic traditions have defined evil, an opposing philosophy or set of ideals that are anathema to everything you powers stand for. With this effect, you can sense such evil. Make a skill roll and multiply the result by 10; this is the range in meters. If you can see the evil creature or object you can pinpoint it; otherwise you merely know evil is present.

This power is not relevant to all traditions, particularly those of the technology origin.

Eyes of the Sun


Your vision is improved. You can see perfectly over long distances as if you were using a binocular with x100 enlargement (things appear as if they were only 1/100 as far away), yet there is no reduction in your field of vision. You are never blinded by glare or bright light, and are immune to flashes used as distractions.

True Sight

Basic Action

On a successful power skill check, you can identify illusions and conjured objects as false or divine the true forms of disguised and transformed creatures. The difficulty is whatever skill the target is using.

Ride Light

Walk the Light

Basic Action

You teleport from one brightly lit location to another spot within clear line-of sight; this limits the distance to a kilometer or depending on light condition and vision enhancement. You can use this to teleport to other dimensions, but the arrival point must either be very brightly illuminated or must be a point of spiritual illumination, such as a holy place.

Shoot Light


Basic Action

You can blind everyone in a globe with a diameter equal to your Mind attribute in meters with an intense flash of light. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Flash does Radiation damage damage, but normally causes no Hits. A target that would normally take a hit instead loses three shots from his shot counter instead. A Damage Setback works normally and can cause a Hit. Treat groups of unnamed characters in the area as one target for the purpose of flash; either they are all hit or all missed.

Searing Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.

Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

Searing Burst does Radiation damage.

Searing Ray


You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Searing Ray does Radiation damage.

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Searing Sphere

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters.

Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Searing Sphere does Radiation damage.

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.