Difference between revisions of "Move Light (Action Powers)"

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(Champion Pact)
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=== Champion Pact ===
 
=== Champion Pact ===
Limit Break
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Basic Action
  
You forge a pact with a creature.
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You forge a pact between a champion and a protectee.
This requires touch and the consent and [[True Name (Action)|True Name]] of the creature you make the pact with.  
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You assume one of these roles, and another willing creature assumes the other role.
You can now summon the creature using an appropriate summoning power, and it will be [[Teleport (Action)|Teleported]] to your location in a flash of light.
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This requires touch and the consent and [[True Name (Action)|True Name]] of both.
It can return to its initial location as a Basic Action.
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Either party can cancel the pact at any time, and the power will inform the other party the pact is broken.
The creature will arrive fully prepared and equipped, but is not under your control.
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The protectee can now summon the champion at any time, who will be [[Teleport (Action)|Teleported]] to their location in a flash of light.  
If a creature called this way is harmed or killed, it can choose to break the Champion Pact in order to avoid these consequences and return unarmed.
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The champion will arrive fully prepared and equipped, but is not under the protectee's control and can return to its initial location as a Basic Action.
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If the champion is harmed or killed, he can choose to break the Champion Pact in order to avoid these consequences and return unarmed.
  
 
=== Walk the Light ===
 
=== Walk the Light ===

Revision as of 12:18, 8 February 2021

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Main article: Powers (Action)

Bright Rider

Basic Action

You carry an aura of compromise, goodwill, and flash realizations along with you until the end of the next round. Creatures within Ride meters or who can see you are prone to be understanding and willing to compromise - sometimes overly so.

Any Charm stunt in the area has a minimum difficulty equal to your Ride, and any Charm roll that succeeds against a creature whose Charm is less than your Ride counts as a Setback or otherwise as if it had sufficient Outcome for any improved effect.

Champion Pact

Basic Action

You forge a pact between a champion and a protectee. You assume one of these roles, and another willing creature assumes the other role. This requires touch and the consent and True Name of both. Either party can cancel the pact at any time, and the power will inform the other party the pact is broken. The protectee can now summon the champion at any time, who will be Teleported to their location in a flash of light. The champion will arrive fully prepared and equipped, but is not under the protectee's control and can return to its initial location as a Basic Action. If the champion is harmed or killed, he can choose to break the Champion Pact in order to avoid these consequences and return unarmed.

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.