Difference between revisions of "Move Light (Action Powers)"
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> | <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> | ||
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+ | === 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 (Action)|Ride]] meters or who can see you are rational and willing to compromise. | ||
+ | Trying to provoke good or rational actions becomes easier. | ||
+ | And any [[Charm (Action)|Charm]] roll prompting such that succeeds against a creature whose [[Charm (Action)|Charm]] is less than your [[Ride (Action)|Ride]] counts as a [[Setback (Action)|Setback]] or otherwise as if it had sufficient Outcome for any improved effect. | ||
+ | Any other type of [[Charm (Action)|Charm]] stunt in the area has a minimum difficulty equal to your [[Ride (Action)|Ride]]. | ||
+ | |||
+ | === 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 (Action)|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 [[Teleport (Action)|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. | ||
+ | |||
+ | === Shining Rider === | ||
+ | Basic Action | ||
+ | |||
+ | You carry an aura of physical light that will banish darkness and reveal the hidden. | ||
+ | Creatures within [[Ride (Action)|Ride]] meters or who can see you are affected. | ||
+ | The area is lit to bright indoor illumination if not already brighter than that. | ||
+ | And any [[Recon (Action)|Recon]] roll to [[Recon_(Action_Powers_Technique)#Shadow|Shadow, Sneak, Stay Low or do Surveillance]] in the area has a minimum difficulty equal to your [[Ride (Action)|Ride]]. | ||
=== Walk the Light === | === Walk the Light === | ||
Basic Action | Basic Action | ||
− | You [[Teleport (Action)|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 | + | You [[Teleport (Action)|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 teleport over any distance to sites either very brightly illuminated or a point of spiritual illumination, such as a holy place. You can eve [[Teleport (Action)|teleport]] to such places on other planes. |
Latest revision as of 15:24, 12 April 2021
Templates for Action |
- 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 rational and willing to compromise. Trying to provoke good or rational actions becomes easier. And any Charm roll prompting such 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. Any other type of Charm stunt in the area has a minimum difficulty equal to your Ride.
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.
Shining Rider
Basic Action
You carry an aura of physical light that will banish darkness and reveal the hidden. Creatures within Ride meters or who can see you are affected. The area is lit to bright indoor illumination if not already brighter than that. And any Recon roll to Shadow, Sneak, Stay Low or do Surveillance in the area has a minimum difficulty equal to your Ride.
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 teleport over any distance to sites either very brightly illuminated or a point of spiritual illumination, such as a holy place. You can eve teleport to such places on other planes.