Difference between revisions of "Summon Chi (Action Powers)"
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Use this after you have scored a [[Melee (Action)|Melee]] hit on an opponent. The minimum difficulty of any [[Teleport (Action)|teleport]] powers the target tries to use for the rest of the scene is equal to your [[Impress (Action)|Impress]], and you can use an [[Actions_(Action)#Trigger_Action_.28Defense.29|Active Defense]] if you are aware of the attempt. | Use this after you have scored a [[Melee (Action)|Melee]] hit on an opponent. The minimum difficulty of any [[Teleport (Action)|teleport]] powers the target tries to use for the rest of the scene is equal to your [[Impress (Action)|Impress]], and you can use an [[Actions_(Action)#Trigger_Action_.28Defense.29|Active Defense]] if you are aware of the attempt. | ||
− | === Resist | + | === Resist Powers === |
Stance | Stance | ||
− | Whenever a | + | Whenever a power is successfully cast against you, make an opposed [[Mind (Action)|Mind]] roll. If you make it, the power fails to affect you. |
− | power is successfully cast against you, make an opposed [[Mind (Action)|Mind]] roll. If you make it, the power fails to affect you. | + | |
+ | {{:Meta Power (Action)}} |
Revision as of 12:40, 3 October 2012
Templates for Action |
- Main article: Powers (Action)
Chi Duel
Limit Break
You can initiate a psychic contact with another character within Mind meters. The two of you engage in a single round of interaction. You can use any powers, equipment, or other features normally. The target intuitively understands what this is all about.
This combat never really happens and takes up no time; it is merely a what-if scenario to display your relative strengths. The rest of the world is there for the encounter, and can be interacted with normally, but takes no actions. Anything used or altered in this round is not used or altered in the real world.
Once the one round is over, the link goes down and you are each left to your own devices.
Reaching Grasp
Trigger Action (Combo)
Use this after you have scored a Melee hit on an opponent. The minimum difficulty of any teleport powers the target tries to use for the rest of the scene is equal to your Impress, and you can use an Active Defense if you are aware of the attempt.
Resist Powers
Stance
Whenever a power is successfully cast against you, make an opposed Mind roll. If you make it, the power fails to affect you.
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.