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

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m (→‎Tap The Gifted: -> Magic)
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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.
 
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.
 
=== Tap The Gifted ===
 
Basic Action
 
 
''The gifted are founts of power that can be tapped by the unscrupulous.''
 
 
Make an opposed [[Impress (Action)|Impress]] roll against a [[Gifted (Action) | Gifted]] creatures. 
 
 
On a success you inflict one [[Hit (Action)|Hit]] on the [[Gifted (Action) | Gifted]] creature and gain one [[Fortune (Action)|Fortune]] point as long as your [[Impress (Action)|Impress]] check also beat than your own [[Mind (Action)|Mind]].
 
 
If your [[Impress (Action)|Impress]] scores an outcome matching the [[Gifted (Action) | Gifted]] creature's [[Mind (Action)|Mind]] you instead gain two  [[Fortune (Action)|Fortune]] and inflict a [[Hit (Action)|Hit]] and a [[Damage_(Action)#Damage_Setbacks|Damage Setback]] on the [[Gifted (Action) | Gifted]] creature.
 
 
If you gain [[Fortune (Action)|Fortune]] in excess of your [[Mind (Action)|Mind]] this way you must spend any excess points by the end of the scene, or they are lost.
 

Revision as of 14:48, 7 April 2017

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Main article: Powers (Action)

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 for Death is automatically successful.

This schtick is also known as Deceptive Speed, because it enables a slow and stupid creature to track and catch up to a quick and intelligent opponent. But in reality, it is a twisting of fate which occurs, 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.