Difference between revisions of "Power Rules (Action)"
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<noinclude>{{Action Power Templates}}{{tocright}}</noinclude>Powers are a framework for special effects in [[Action]]. Almost anything action-related can be done with the power rules. | <noinclude>{{Action Power Templates}}{{tocright}}</noinclude>Powers are a framework for special effects in [[Action]]. Almost anything action-related can be done with the power rules. | ||
− | + | Power use is divided int two main parts, power schticks and traditions. Power schticks are the actual powers, and define what you can do. Tradition define how you learned the power, what the source of your power is, what skills you use your powers with, and the conditions when your powers will be unusually weak or powerful. It is tempting to ignore tradition and focus on schticks, but doing so leaves you with only the skeleton of true power; tradition is the meat and bones that bring powers alive. | |
== Tradition== | == Tradition== | ||
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=== School === | === School === | ||
=== Method === | === Method === | ||
+ | Method is the game effect of traditions. A tradition generally has one to four methods, and it is the methods, interpreted against the overall background of your tradition, that measures when you are powerless and when you are extra strong. | ||
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+ | Each method has a specified limitation and focus condition. The limitation causes you to lose your power under certain circumstances; the focus condition allows you to focus. These situations are often related, which means that a common limitation generally balances a common focus condition. | ||
== Schticks == | == Schticks == | ||
=== Forms and Techniques === | === Forms and Techniques === | ||
=== Power Schticks === | === Power Schticks === | ||
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+ | == Using Powers == |
Revision as of 15:47, 31 December 2009
Templates for Action |
Powers are a framework for special effects in Action. Almost anything action-related can be done with the power rules.
Power use is divided int two main parts, power schticks and traditions. Power schticks are the actual powers, and define what you can do. Tradition define how you learned the power, what the source of your power is, what skills you use your powers with, and the conditions when your powers will be unusually weak or powerful. It is tempting to ignore tradition and focus on schticks, but doing so leaves you with only the skeleton of true power; tradition is the meat and bones that bring powers alive.
Tradition
Origin
School
Method
Method is the game effect of traditions. A tradition generally has one to four methods, and it is the methods, interpreted against the overall background of your tradition, that measures when you are powerless and when you are extra strong.
Each method has a specified limitation and focus condition. The limitation causes you to lose your power under certain circumstances; the focus condition allows you to focus. These situations are often related, which means that a common limitation generally balances a common focus condition.