Difference between revisions of "Move Gifts (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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=== Beast Rider ===
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Basic Action
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You carry an anti-social aura along with you until the end of the next round.
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Creatures within [[Ride (Action)|Ride]] meters or who can see you are prone to anger and misunderstanding.
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Any [[Charm (Action)|Charm]] stunt in the area has a minimum difficulty equal to your [[Ride (Action)|Ride]], and any [[Charm (Action)|Charm]] roll that fails is a fumble, aggravating listeners.
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=== Beast Wings ===
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Basic Action
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You grow wings that let you fly through the air at your normal [[Move (Action)|Move]] for the rest of the scene or until you spend a basic action to transform back. The wings are impractically large in cramped spaces, you can stunt to move trough a narrow space but cannot stay airborne unless you have wing room at some point of your move.
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As a further Basic Action, you can fly in a straight line with a [[Move (Action)|Move]] equal to your [[Ride (Action)|Ride]].
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=== Ethereal Jaunt ===
 
Limit Break
 
Limit Break
  
You can disappear at will, seemingly being gone forever, only to reappear later at an opportune time.
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You and up to your [[Mind (Action)|Mind]] other willing creatures who form a chain of touch can travel the [[Cosmology_(Action)#The_Inner_Planes|Ethereal]] planes.
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Ethereal Jaunt shifts you into the [[Cosmology_(Action)#The_Aether|Aether]] and from there you can travel to the inner planes in some safety, able to control your motion and to travel to a place you have reasonable knowledge of in about a day.
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It is possible to navigate towards another spot on the same plane.
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Traveling to the astral realms using this power is very dangerous, as you lose control and guidance.
  
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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=== Mark of Fate ===
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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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You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. You can only mark named characters. Either you or your victim must cause some damage to the other, but Mark of Fate is automatically successful.
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This is a twisting of fate, not any supernatural movement. If your victim flees far away, this twist can be quite strange and terrible.
  
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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''You just happen to be caught in a meat-grinder and processed into astronaut food, only to regenerate for that rendezvous on the moon which Mark of Fate has set you up for.''
  
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 can release your Mark of Fate voluntarily, but only at the end of a play session. It can also be removed as a [[Curse (Action)|Curse]]. Many creatures with this schtick will delay attacking their target, stalking and slaying bystanders, slowly closing in on loved ones and finally the victim. After all, there is no way he can get away.
  
=== Psychic Duel ===
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=== Transfer Focus===
 
Limit Break
 
Limit Break
  
You can initiate a psychic contact with another character, regardless of distance. You must have a clear mental image of your target. The two of you engage in a single round of combat, as if you were standing next to one another. You can use any powers, equipment, or other features normally. Others can affect either of you normally if they are in your presence, but cannot reach through the psychic link. Once the one round of combat is over, the link goes down and you are each left to your own devices. The target gets a premonition of danger, so no surprise is possible.
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You transfer your focus to another character who is within sight. That character can choose to immediately perform a Limit Break, at normal shot cost. If he has no shots left, he also takes a [[Hit (Action)|Hit]] from backlash.
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=== Transfer Power ===
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Basic Action
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You channel one or more [[Mind (Action) | Fortune Points]] to another character you can see. You spend these points, and the target receives them, replenishing any lost Fortune points. If this leaves the target with more than a full Fortune pool, the points must be spent before the end of the round or they return to you.
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=== Wild Rider ===
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Basic Action
  
This power can be used for other, non-combat purposes such as remote healing, conversation, or even brief trysts.
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You carry an aura of chaos and mutation along with you until the end of the next round.
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Creatures within [[Ride (Action)|Ride]] meters or who can see you risk being mutated.
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Creatures with [[Dodge (Action)|Dodge]] greater than your [[Mind (Action)|Mind]] are immune.  Affected creatures are [[Flux_(Action_Powers_Form)#Confusion|Confused]].
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Choose one of your powers for all creatures get [[Power_Rules_(Action)|power]] while they are confused.

Latest revision as of 07:48, 31 October 2021

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Templates for Action
Main article: Powers (Action)

Beast Rider

Basic Action

You carry an anti-social aura along with you until the end of the next round. Creatures within Ride meters or who can see you are prone to anger and misunderstanding.

Any Charm stunt in the area has a minimum difficulty equal to your Ride, and any Charm roll that fails is a fumble, aggravating listeners.

Beast Wings

Basic Action

You grow wings that let you fly through the air at your normal Move for the rest of the scene or until you spend a basic action to transform back. The wings are impractically large in cramped spaces, you can stunt to move trough a narrow space but cannot stay airborne unless you have wing room at some point of your move.

As a further Basic Action, you can fly in a straight line with a Move equal to your Ride.

Ethereal Jaunt

Limit Break

You and up to your Mind other willing creatures who form a chain of touch can travel the Ethereal planes. Ethereal Jaunt shifts you into the Aether and from there you can travel to the inner planes in some safety, able to control your motion and to travel to a place you have reasonable knowledge of in about a day. It is possible to navigate towards another spot on the same plane. Traveling to the astral realms using this power is very dangerous, as you lose control and guidance.

Mark of Fate

Trigger Action

You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. You can only mark named characters. Either you or your victim must cause some damage to the other, but Mark of Fate is automatically successful. This is a twisting of fate, not any supernatural movement. If your victim flees far away, this twist can be quite strange and terrible.

You just happen to be caught in a meat-grinder and processed into astronaut food, only to regenerate for that rendezvous on the moon which Mark of Fate has set you up for.

You can release your Mark of Fate voluntarily, but only at the end of a play session. It can also be removed as a Curse. Many creatures with this schtick will delay attacking their target, stalking and slaying bystanders, slowly closing in on loved ones and finally the victim. After all, there is no way he can get away.

Transfer Focus

Limit Break

You transfer your focus to another character who is within sight. That character can choose to immediately perform a Limit Break, at normal shot cost. If he has no shots left, he also takes a Hit from backlash.

Transfer Power

Basic Action

You channel one or more Fortune Points to another character you can see. You spend these points, and the target receives them, replenishing any lost Fortune points. If this leaves the target with more than a full Fortune pool, the points must be spent before the end of the round or they return to you.

Wild Rider

Basic Action

You carry an aura of chaos and mutation along with you until the end of the next round. Creatures within Ride meters or who can see you risk being mutated. Creatures with Dodge greater than your Mind are immune. Affected creatures are Confused. Choose one of your powers for all creatures get power while they are confused.