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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
=== Mystic Disappearance ===
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=== Headless Rider ===
Limit Break
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Basic Action
  
You can disappear at will, seemingly being gone forever, only to reappear later at an opportune time.
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You carry an aura of death along with you until the end of the next round.
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Creatures within [[Ride (Action)|Ride]] meters and to all who can see you suffer more grave wounds than usual. Any creature defeated in this area suffer a [[Damage_(Action)#Damage_Setbacks|Damage Setback]], even if they went down from accumulated Hits without [[Damage_(Action)#Damage_Setbacks|Damage Setbacks]]. You can turn this aura on or off as a Basic Action.
  
You spend a 3-shot action to dematerialize, effectively disappearing from the story. You go wherever it is you spend your time "off", and cannot be affected in any way, except possibly with [[Summon (Action Powers Technique)|Summoning]].
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=== Mysterious Death ===
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Trigger Action
  
You reappear at the gamemaster's discretion, usually at the end of the scene or fight when you dematerialized, tough sometimes the away time can be months or even years. You have no direct control over when and how you reappear, though you can specify an anchor when you purchase the power; an event, place, person or item that acts to draw you back. Examples include avenging ghosts that appear at the scene of a rape or to haunt the wearer of a sword.
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This is a [[Teleport (Action)|Teleport]] power that lets you disappear when taking damage, seemingly dying, only to reappear later at an opportune time. You go wherever it is you spend your time "off", and cannot be affected in any way, except possibly with [[Summon_(Action_Powers_Technique)#Summon_Undead|Summon]] powers.
  
Mystic Disappearance can be used to overcome travel obstacles for monsters: it is hard for a golem to walk onto an airplane, but when your pals go to New York city, you can dematerialize and then conveniently materialize when they arrive. You can only appear as directed by the story, but as long as you are willing to surrender control to your gamemaster, this is a sort of teleportation.
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This power always have some unique nemesis, and if this method or item is used to kill you or anoint your body before the end of the round, Immortality will not work. This can be cutting off the head, staking the heart, or some similar maneuver. It generally takes a [[Setback (Action)|Setback]] to do, once the proper method is known.
  
Where you spend the time between materializations is largely irrelevant. Perhaps you go to the underworld, perhaps you become astral or step out of the time flow. The GM might design special scenarios in this off-world, but don't count on it. It can be cool to role-play the effects this in-between place has on you - it might be scary, paradisaical or just weird.
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You reappear at the gamemaster's discretion, usually at the end of the scene or fight when you "died", tough sometimes the away time can be months or even years. You have no direct control over when and how you reappear. You can specify an anchor when you purchase the power; an event, place, person or item that acts to draw you back. Examples include avenging ghosts that appear at the scene of a rape or to haunt the wearer of a sword.
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Mystic Death can be used to overcome travel obstacles for monsters: it is hard for a golem to walk onto an airplane, but when your pals go to New York city, you can die and then conveniently materialize when they arrive. You can only appear as directed by the story, but as long as you are willing to let your gamemaster control the details, this is a good travel power.
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 +
Where you spend the time dead is largely irrelevant. Perhaps you go to the underworld, perhaps you become astral or step out of the time flow. The GM might design special scenarios in this off-world, but don't count on it. It can be cool to role-play the effects this in-between place has on you - it might be scary, paradisaical or just weird.
  
 
=== Immortality ===
 
=== Immortality ===
Trigger Action (Result)
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Inherent
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Use this when you are knocked out. You die, only to reappear later at the same spot at the end of the round. You return with three [[Hit (Action)|Hits]]. You can only do this once per scene.
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A named creature can take this power up to three times to be able to recover from more than one knockout in a scene, starting out with two hits after your second death and one hit after your third death.
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An unnamed creature instead has has a 50% chance to succeed at this power; if the roll fails the creature is out of action normally. There is no restriction on the number of times this can happen.
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This power always have some unique nemesis, and if this method or item is used to kill you or anoint your body before the end of the round, Immortality will not work. This can be cutting off the head, staking the heart, or some similar maneuver. It generally takes a [[Setback (Action)|Setback]] to do, once the proper method is known.
  
Use this when you are knocked out. You die, only to reappear later at the same spot at the end of the round. For each time you've died this day, you start out with three hits taken. An unnamed creature can only use this schtick once per day, but does not take any hits.  
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Some immortal creatures do not reappear in the same spot, but instead at a specific spot elsewhere - such as in their coffin, sacred tree, or other significant location. If this location is destroyed or desecrated, this variant of Immortality fails. If you have [[Death_(Action_Powers_Form)#Mysterious Death|Mysterious Death]] you can choose to use that power instead when defeated.
  
This power always have some unique nemesis, and if this method or item is used to kill you or anoint your body, Immortality will not work. This can be cutting off the head, staking the heart, or some similar maneuver.
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=== Pale Rider ===
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Basic Action
  
If you have [[#Mystic Disappearance|Mystic Disappearance]], you can chose to not return immediately, instead using that power to return later, possibly in another place.  
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You carry an aura of infection along with you until the end of the next round.
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Creatures within [[Ride (Action)|Ride]] meters and to all who can see you count all wounds they have as if they were [[Damage_Types_(Action)#Infection|Infected]]. You can turn this aura on or off as a Basic Action.
  
 
=== Soul Transfer ===
 
=== Soul Transfer ===
Trigger Action (Finisher)
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Finisher
  
You kill your the target (which can be yourself) and send the soul looking for a new body to inhabit. Decide on a location; the power will locate the closest suitable host and present it to the soul to accept or reject. If it is rejected, the power locates the second closest one and so on. Target gets a vision of each host as it is found. There is a delay of 1d6 hours between each vision. Any new potential hosts can also appear as candidates, and it is possible to spend up to a year and a day looking for a suitable host.
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You kill your the target (which can be yourself) and send the soul looking for a new body to inhabit. A host needs to be of the same species the target of the power was when alive, and recently dead. If the initial target is [[Undead (Action Creatures)|Undead]], the corpse need not be fresh.  Decide on a location; the power will locate the closest suitable host and present it to the soul to accept or reject. If it is rejected, the power locates the second closest one and so on. The target gets a vision of each host as it is found. There is a delay of 1d6 hours between each vision. Any new potential hosts appearing in the area can also appear as candidates, and it is possible to spend up to a year and a day looking for a suitable host.
  
If the creature is an [[Undead (Action Creatures)|Undead]], it needs a corpse of the same basic form as the last one, otherwise it needs a brain-dead creature of its own creature type. To any onlookers, it seems as if the corpse animated itself or the creature suddenly recovered. Initially, use the physical attributes [[Body (Action)|Body]] and [[Reflexes (Action)|Reflexes]] of the host body, but these attributes revert to their usual values at the rate of one point per hour. The basic appearance (modified by attribute changes), gender, and age of the host remains.
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To any onlookers, it seems as if the corpse animated itself or the newly dead creature suddenly recovered. Initially, use the physical attributes [[Body (Action)|Body]] and [[Reflexes (Action)|Reflexes]] of the host body, but these attributes revert to their usual values at the rate of one point per hour. The basic appearance (modified by attribute changes), gender, and age of the host remains.

Latest revision as of 12:05, 25 January 2020

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Main article: Powers (Action)

Headless Rider

Basic Action

You carry an aura of death along with you until the end of the next round. Creatures within Ride meters and to all who can see you suffer more grave wounds than usual. Any creature defeated in this area suffer a Damage Setback, even if they went down from accumulated Hits without Damage Setbacks. You can turn this aura on or off as a Basic Action.

Mysterious Death

Trigger Action

This is a Teleport power that lets you disappear when taking damage, seemingly dying, only to reappear later at an opportune time. You go wherever it is you spend your time "off", and cannot be affected in any way, except possibly with Summon powers.

This power always have some unique nemesis, and if this method or item is used to kill you or anoint your body before the end of the round, Immortality will not work. This can be cutting off the head, staking the heart, or some similar maneuver. It generally takes a Setback to do, once the proper method is known.

You reappear at the gamemaster's discretion, usually at the end of the scene or fight when you "died", tough sometimes the away time can be months or even years. You have no direct control over when and how you reappear. You can specify an anchor when you purchase the power; an event, place, person or item that acts to draw you back. Examples include avenging ghosts that appear at the scene of a rape or to haunt the wearer of a sword.

Mystic Death can be used to overcome travel obstacles for monsters: it is hard for a golem to walk onto an airplane, but when your pals go to New York city, you can die and then conveniently materialize when they arrive. You can only appear as directed by the story, but as long as you are willing to let your gamemaster control the details, this is a good travel power.

Where you spend the time dead is largely irrelevant. Perhaps you go to the underworld, perhaps you become astral or step out of the time flow. The GM might design special scenarios in this off-world, but don't count on it. It can be cool to role-play the effects this in-between place has on you - it might be scary, paradisaical or just weird.

Immortality

Inherent

Use this when you are knocked out. You die, only to reappear later at the same spot at the end of the round. You return with three Hits. You can only do this once per scene. A named creature can take this power up to three times to be able to recover from more than one knockout in a scene, starting out with two hits after your second death and one hit after your third death.

An unnamed creature instead has has a 50% chance to succeed at this power; if the roll fails the creature is out of action normally. There is no restriction on the number of times this can happen.

This power always have some unique nemesis, and if this method or item is used to kill you or anoint your body before the end of the round, Immortality will not work. This can be cutting off the head, staking the heart, or some similar maneuver. It generally takes a Setback to do, once the proper method is known.

Some immortal creatures do not reappear in the same spot, but instead at a specific spot elsewhere - such as in their coffin, sacred tree, or other significant location. If this location is destroyed or desecrated, this variant of Immortality fails. If you have Mysterious Death you can choose to use that power instead when defeated.

Pale Rider

Basic Action

You carry an aura of infection along with you until the end of the next round. Creatures within Ride meters and to all who can see you count all wounds they have as if they were Infected. You can turn this aura on or off as a Basic Action.

Soul Transfer

Finisher

You kill your the target (which can be yourself) and send the soul looking for a new body to inhabit. A host needs to be of the same species the target of the power was when alive, and recently dead. If the initial target is Undead, the corpse need not be fresh. Decide on a location; the power will locate the closest suitable host and present it to the soul to accept or reject. If it is rejected, the power locates the second closest one and so on. The target gets a vision of each host as it is found. There is a delay of 1d6 hours between each vision. Any new potential hosts appearing in the area can also appear as candidates, and it is possible to spend up to a year and a day looking for a suitable host.

To any onlookers, it seems as if the corpse animated itself or the newly dead creature suddenly recovered. Initially, use the physical attributes Body and Reflexes of the host body, but these attributes revert to their usual values at the rate of one point per hour. The basic appearance (modified by attribute changes), gender, and age of the host remains.