Difference between revisions of "Shapeshift Chi (Action Powers)"

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You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, before the end of the round, when you use another power, you can base any roll or stunt using that power on your [[Maneuver (Action)|Maneuver]] instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
 
You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, before the end of the round, when you use another power, you can base any roll or stunt using that power on your [[Maneuver (Action)|Maneuver]] instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
  
{{:Origin Divide (Action)}}
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{{:Meta Power (Action)}}
  
 
=== Combination Stance ===
 
=== Combination Stance ===

Revision as of 11:33, 3 October 2012

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Main article: Powers (Action)

Bodily Harmony

Basic Action

You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, before the end of the round, when you use another power, you can base any roll or stunt using that power on your Maneuver instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Combination Stance

Stance

A Chi practitioner has trained combinations of stances that he can swiftly switch between.

First, all currently active stances you are using. Then select up to three stances that you know when you use this power. These three stances activate, just as if you had spent shots to activate each of them.

Internal Power

Inherent

Any powers that affects you cannot be detected at range. Powers that specifically look for other powers will fail unless the searcher is actually touching you. You can choose not to hide certain powers.

Power Imitation

Basic Action

Make an opposed Maneuver check against a creature you have seen using a power. If successful, you can use that same power for the rest of the scene. You can only imitate one power at a time in this way.

Self Focus

Trigger Action (Focus)

You can focus anytime, but you can only use this with Limit Breaks that affect yourself and no-one else.

Suppress Aura

Inherent

When you are Sneaking or are otherwise unnoticed, you cannot be perceived by Spot powers unless your enemy beats your Maneuver with his Spot roll. You still cannot sneak in conditions you ordinarily couldn't, such as in plain sight, unless you have other powers or make appropriate stunts.

Weight of the World

Stance

You become effectively weightless, trowing off the shackles of the material world. You can walk on any surface, no matter how thin. You ignore obstructions such as difficult terrain, brambles, and webs. You can fly at your normal speed, but land at the end of each round.