Difference between revisions of "Dependents (Action)"

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<noinclude>{{action limitation}}{{tocright}}</noinclude>
 
<noinclude>{{action limitation}}{{tocright}}</noinclude>
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== Bard's Tongue ==
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Your statements tend to be prophetic, in an immediate and usually negative way.
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Simple predictions or even negations, such as "surely it won't begin to rain" tend to come true.
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This can cause all kinds of trouble around you, and also tends to make people annoyed and you uncertain.
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Your first check after such a prediction comes true is [[Stunt_(Action)#Stymie|Stymied]].
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Anything you say at the game table, in character or not, is fair game for the [[GM]] to use.
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== Dependents ==
 
== Dependents ==
 
You have NPC close friends or family that tend to get involved in the plot. These can sometimes be an advantage for you as contacts, helpers, or emotional support. The limitation is that they sometimes become involved in the action and need help and protection - which gives the GM story hooks.
 
You have NPC close friends or family that tend to get involved in the plot. These can sometimes be an advantage for you as contacts, helpers, or emotional support. The limitation is that they sometimes become involved in the action and need help and protection - which gives the GM story hooks.

Revision as of 17:24, 23 July 2020

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Heroic Action Role-Play

This is a Limitation for Action.

Bard's Tongue

Your statements tend to be prophetic, in an immediate and usually negative way. Simple predictions or even negations, such as "surely it won't begin to rain" tend to come true. This can cause all kinds of trouble around you, and also tends to make people annoyed and you uncertain. Your first check after such a prediction comes true is Stymied.

Anything you say at the game table, in character or not, is fair game for the GM to use.

Dependents

You have NPC close friends or family that tend to get involved in the plot. These can sometimes be an advantage for you as contacts, helpers, or emotional support. The limitation is that they sometimes become involved in the action and need help and protection - which gives the GM story hooks.