Difference between revisions of "Emote Chi (Action Powers)"
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− | You have a companion, a [[Creature_Rules_%28Action%29#Henchman|Henchman]] [[Creature_Rules_%28Action%29#Extra|Extra]] with | + | You have a companion, a [[Creature_Rules_%28Action%29#Henchman|Henchman]] [[Creature_Rules_%28Action%29#Extra|Extra]] with 2/3 of your points who looks out for your interest and will accompany you on adventures. Disciples are usually students, but some can be animals or even monsters. Their role is somewhere between a friend, student, and servant. |
− | You can communicate with your disciple regardless of language barriers. You can change disciples over time. | + | You can communicate with your disciple regardless of language barriers. You can change disciples over time. Up to this point the power is Inherent. |
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By activating the stance, you can give your disciple access to up to three powers or one schtick that you know. | By activating the stance, you can give your disciple access to up to three powers or one schtick that you know. | ||
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=== Focus of the Soul === | === Focus of the Soul === | ||
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You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target. | You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target. | ||
* Any successful interaction you use against the target causes a [[Setback (Action)|Setback]]. | * Any successful interaction you use against the target causes a [[Setback (Action)|Setback]]. | ||
− | * You can use a Trigger Action to cause any action the target takes to | + | * You can use a Trigger Action to cause any action the target takes to fail. |
* As a Basic Action , you can make the target [[Actions_(Action)#Trigger_Action_.28Focus.29|Focused]]. | * As a Basic Action , you can make the target [[Actions_(Action)#Trigger_Action_.28Focus.29|Focused]]. | ||
This can also allow you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but there is no guarantee of success. | This can also allow you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but there is no guarantee of success. | ||
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''You are merely a student of Chi, not a master, and you know this fact all too well. But your master's teachings gives you resolve and power. | ''You are merely a student of Chi, not a master, and you know this fact all too well. But your master's teachings gives you resolve and power. | ||
− | By activating the stance, you gain the use of | + | You need a master or trainer to use this power, but the master need not be present. By activating the stance, you gain the use of two powers or schticks your master knows. |
Latest revision as of 15:22, 2 May 2023
Templates for Action |
- Main article: Powers (Action)
Deep Meditation
Limit Break
You can enter a deep meditative trance where you analyze a problem or question, seeing it from all angles at once. While in a trance you cannot move but still perceive your surroundings. You can end the trance at any time. Deep Meditation primarily helps with questions of motivation, morality, and ethics - both your own and those of others. 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.
Disciple
Inherent & Stance
You have a companion, a Henchman Extra with 2/3 of your points who looks out for your interest and will accompany you on adventures. Disciples are usually students, but some can be animals or even monsters. Their role is somewhere between a friend, student, and servant. You can communicate with your disciple regardless of language barriers. You can change disciples over time. Up to this point the power is Inherent. By activating the stance, you can give your disciple access to up to three powers or one schtick that you know.
Focus of the Soul
Finisher
You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target.
- Any successful interaction you use against the target causes a Setback.
- You can use a Trigger Action to cause any action the target takes to fail.
- As a Basic Action , you can make the target Focused.
This can also allow you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but there is no guarantee of success.
While you can use this on voluntary targets, it only works on allies when there is a concrete issue for you to help them with.
Grasshopper
Stance
You are merely a student of Chi, not a master, and you know this fact all too well. But your master's teachings gives you resolve and power.
You need a master or trainer to use this power, but the master need not be present. By activating the stance, you gain the use of two powers or schticks your master knows.