Difference between revisions of "Transmute Flux (Action Powers)"
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(Backlash of the Turtle + moves dome powers to other skills) |
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>'' | <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>'' | ||
− | === | + | === Backlash of the Turtle === |
− | + | Trigger Action | |
− | + | Attack a technological artifact which has just done damage to you. Make n opposed [[Create (Action)|Create]] roll against the operator, if you succeed the weapon is inoperable for the rest of the scene. | |
=== Jam === | === Jam === | ||
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You can make a piece of machinery inoperable by introducing chaos to the orderly device. The difficulty is the operator's skill rating or the device's [[Body (Action)|Body]]. Each point of outcome means the device is inoperable for one shot; the operator loses these shots. Outcome matching the machine's or operators [[Reflexes (Action)|Reflexes]] means the machine breaks down and needs repairs. | You can make a piece of machinery inoperable by introducing chaos to the orderly device. The difficulty is the operator's skill rating or the device's [[Body (Action)|Body]]. Each point of outcome means the device is inoperable for one shot; the operator loses these shots. Outcome matching the machine's or operators [[Reflexes (Action)|Reflexes]] means the machine breaks down and needs repairs. | ||
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=== Wish === | === Wish === | ||
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Limit Break | Limit Break | ||
− | You can make the world around you | + | You can make the world around you go mad: straight surfaces twist, distances change and even directions seem to reverse themselves. The area effected is a diameter equal to your [[Create (Action)|Create]] check. Most actions taken here fail, but some succeed spectacularly. |
− | Any action in, through or into the area is affected. Roll an additional die. If this die comes up 1-3, the action fails. If it comes up 4 or higher, add it to the Action Result just as if it | + | Any action in, through or into the area is affected. Roll an additional die. If this die comes up 1-3, the action fails. If it comes up 4 or higher, add it to the Action Result just as if it was a Fortune die. |
Revision as of 08:04, 25 July 2010
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Templates for Action |
- Main article: Powers (Action)
Backlash of the Turtle
Trigger Action
Attack a technological artifact which has just done damage to you. Make n opposed Create roll against the operator, if you succeed the weapon is inoperable for the rest of the scene.
Jam
Basic Action
You can make a piece of machinery inoperable by introducing chaos to the orderly device. The difficulty is the operator's skill rating or the device's Body. Each point of outcome means the device is inoperable for one shot; the operator loses these shots. Outcome matching the machine's or operators Reflexes means the machine breaks down and needs repairs.
Wish
Limit Break
You create a wild flux of magic and attempt to shape it by the force of your own will. The results are spectacular but not always what you want them to be. You make a short sentence explaining your wish. The GM then interprets this, depending on your power skill roll and how outrageous the demand is. Anything normally possible to powers is certainly within the scope of a wish, and outrageous effects outside the scope of the normal rules may be granted, based on the GMs whim and your skill roll.
There seems to be an equalizer effect to wishes. If you have been successful and fortunate lately, wishes usually backfire. If you have been unlucky and suffered numerous setbacks lately, they often go well. This is just a tendency though, not a law.
A Wish can be used to explain some outrageous new ability and how it fits into the story, but such abilities must still follow normal rules be paid for normally.
World Flux
Limit Break
You can make the world around you go mad: straight surfaces twist, distances change and even directions seem to reverse themselves. The area effected is a diameter equal to your Create check. Most actions taken here fail, but some succeed spectacularly.
Any action in, through or into the area is affected. Roll an additional die. If this die comes up 1-3, the action fails. If it comes up 4 or higher, add it to the Action Result just as if it was a Fortune die.