Difference between revisions of "Move Order (Action Powers)"
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> | <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> | ||
− | === | + | === Harmony of Space === |
− | + | Limit Break | |
− | You can | + | You ward an area against teleportation. Any attempt to [[Teleport (Action)|Teleport]] into or out of the area has a minimum difficulty equal to your [[Ride (Action)|Ride]]; if the Outcome was less than your [[Mind (Action)|Mind]] the teleport succeeded, but made an awful noise and dazed the teleportee, making him [[Actions_(Action)#Surprise|Surprised]]. |
+ | |||
+ | Harmony of Space covers a radius equal to your [[Ride (Action)|Ride]] skill in meters and lasts for an hour. If there are chimes, bells, or some other recurring sound in the area each day, the effect can be sustained so that it resumes for an hour after each time the sound is made. | ||
+ | |||
+ | === Path of Destiny === | ||
+ | Inherent | ||
+ | |||
+ | You never become lost, intuitively sensing the path to your personal destiny. You are never too late, always arriving at the exact time your path requires. Tough your travels might seem aimless, you are on the golden road to your glorious doom. You might be a relentless quester or a fool drifting on the winds of fate, but you are never completely lost and never wander aimlessly. If you are wandering deep in the woods or wide-open desert it is because there is a meaningful task or lesson for you there. You might have to struggle to survive, as that might very well be the lesson. But boring and mundane travel for travel's sake is not an issue for you; the time you spend traveling is never wasted and distance is not an impediment when you are in search of adventure. | ||
+ | |||
+ | This power can take you anywhere your destiny lies, even to faraway or fantastical times and places, and you can lead a small band of companions there. Basically, this gives you an excuse to appear in an adventure regardless of how strange or ridiculous it might seem, being a more extreme variant of [[Move_(Action_Powers_Technique)#Drifter|Drifer]]. It can also give the GM an excuse to make adventures in places and locations far outside the normal scope of the campaign, tough you have no control over this. Your destiny can be open or specific, and you can suggest adventures and places to the GM that you think your destiny ought to take you to. Generally, you can easily pass a source of supplies on your travels, but if the adventure is about lack of supplies, you are as badly pf as your team. | ||
+ | |||
+ | === Truth Rider === | ||
+ | Basic Action | ||
+ | |||
+ | You carry an aura of truth along with you until the end of the next round. | ||
+ | Creatures within [[Ride (Action)|Ride]] meters and to all who can see you are affected and find it very hard to lie or even utter unintentional falsehoods. | ||
+ | |||
+ | Any action based on a lie is [[Stunt_(Action)#Stymie|Stymied]]. | ||
+ | A creature that rolls lower than your [[Ride (Action)|Ride]] cannot knowingly lie and has to remain silent. | ||
+ | A creature that rolls lower than your [[Mind (Action)|Mind]] cannot speak an untruth, even if they believe it is true. | ||
+ | |||
+ | === World Spin === | ||
+ | Limit Break | ||
+ | |||
+ | ''Give me a fixed point, and I will move the world - Archimedes.'' | ||
+ | |||
+ | You can [[Teleport (Action)| Teleport]] from one place to another or even to other planes. You must keep some aspect of your surrounding constant while changing all others. For example, you could focus on a rock and teleport to another location with a very similar rock. It generally takes a number of such shifts to arrive at a destination, and the intervening places you pass by can be harrowing. | ||
+ | |||
+ | To simplify the use of this power, the [[GM]] can call for a single [[Ride (Action)|Ride]] check with a difficulty depending on how different your goal is from where you are now. On a success, you get there with one use of the power. On a failure, you get there after a harrowing journey involving either a long delay or some concrete danger or plot. If you fail by a margin wider than your [[Mind (Action)|Mind]] you get lost and end up in an unexpected place - this is either one that is hard to get out of, or one that is deceptively similar to what you were looking for, but not the same. | ||
+ | |||
+ | {| | ||
+ | ||'''Condition'''|||'''Difficult''' | ||
+ | |- | ||
+ | ||Only random details differ|||14 | ||
+ | |- | ||
+ | ||Same general environment|||16 | ||
+ | |- | ||
+ | ||Different environment but same world|||18 | ||
+ | |- | ||
+ | ||Different but similar world|||20 | ||
+ | |- | ||
+ | ||Similar world with very specific details |||22 | ||
+ | |- | ||
+ | ||Alien world|||24 | ||
+ | |- | ||
+ | ||Completely alien setting|||26 | ||
+ | |- | ||
+ | ||Alien setting with specific details |||28 | ||
+ | |} | ||
+ | |||
+ | Going to a well known location is a Routine task. |
Latest revision as of 15:10, 27 March 2023
Templates for Action |
- Main article: Powers (Action)
Harmony of Space
Limit Break
You ward an area against teleportation. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Ride; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleportee, making him Surprised.
Harmony of Space covers a radius equal to your Ride skill in meters and lasts for an hour. If there are chimes, bells, or some other recurring sound in the area each day, the effect can be sustained so that it resumes for an hour after each time the sound is made.
Path of Destiny
Inherent
You never become lost, intuitively sensing the path to your personal destiny. You are never too late, always arriving at the exact time your path requires. Tough your travels might seem aimless, you are on the golden road to your glorious doom. You might be a relentless quester or a fool drifting on the winds of fate, but you are never completely lost and never wander aimlessly. If you are wandering deep in the woods or wide-open desert it is because there is a meaningful task or lesson for you there. You might have to struggle to survive, as that might very well be the lesson. But boring and mundane travel for travel's sake is not an issue for you; the time you spend traveling is never wasted and distance is not an impediment when you are in search of adventure.
This power can take you anywhere your destiny lies, even to faraway or fantastical times and places, and you can lead a small band of companions there. Basically, this gives you an excuse to appear in an adventure regardless of how strange or ridiculous it might seem, being a more extreme variant of Drifer. It can also give the GM an excuse to make adventures in places and locations far outside the normal scope of the campaign, tough you have no control over this. Your destiny can be open or specific, and you can suggest adventures and places to the GM that you think your destiny ought to take you to. Generally, you can easily pass a source of supplies on your travels, but if the adventure is about lack of supplies, you are as badly pf as your team.
Truth Rider
Basic Action
You carry an aura of truth along with you until the end of the next round. Creatures within Ride meters and to all who can see you are affected and find it very hard to lie or even utter unintentional falsehoods.
Any action based on a lie is Stymied. A creature that rolls lower than your Ride cannot knowingly lie and has to remain silent. A creature that rolls lower than your Mind cannot speak an untruth, even if they believe it is true.
World Spin
Limit Break
Give me a fixed point, and I will move the world - Archimedes.
You can Teleport from one place to another or even to other planes. You must keep some aspect of your surrounding constant while changing all others. For example, you could focus on a rock and teleport to another location with a very similar rock. It generally takes a number of such shifts to arrive at a destination, and the intervening places you pass by can be harrowing.
To simplify the use of this power, the GM can call for a single Ride check with a difficulty depending on how different your goal is from where you are now. On a success, you get there with one use of the power. On a failure, you get there after a harrowing journey involving either a long delay or some concrete danger or plot. If you fail by a margin wider than your Mind you get lost and end up in an unexpected place - this is either one that is hard to get out of, or one that is deceptively similar to what you were looking for, but not the same.
Condition | Difficult |
Only random details differ | 14 |
Same general environment | 16 |
Different environment but same world | 18 |
Different but similar world | 20 |
Similar world with very specific details | 22 |
Alien world | 24 |
Completely alien setting | 26 |
Alien setting with specific details | 28 |
Going to a well known location is a Routine task.