Difference between revisions of "Move Death (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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+ | === Mystic Disappearance === | ||
+ | Limit Break | ||
+ | |||
+ | You can disappear at will, seemingly being gone forever, only to reappear later at an opportune time. | ||
+ | |||
+ | You spend a 3-shot action to dematerialize, effectively disappearing from the story. You go wherever it is you spend your time "off", and cannot be affected in any way, except possibly with [[Summon (Action Powers Technique)|Summoning]]. | ||
+ | |||
+ | You reappear at the gamemaster's discretion, usually at the end of the scene or fight when you dematerialized, tough sometimes the away time can be months or even years. You have no direct control over when and how you reappear, though you can specify an anchor when you purchase the power; an event, place, person or item that acts to draw you back. Examples include avenging ghosts that appear at the scene of a rape or to haunt the wearer of a sword. | ||
+ | |||
+ | Mystic Disappearance can be used to overcome travel obstacles for monsters: it is hard for a golem to walk onto an airplane, but when your pals go to New York city, you can dematerialize and then conveniently materialize when they arrive. You can only appear as directed by the story, but as long as you are willing to surrender control to your gamemaster, this is a sort of teleportation. | ||
+ | |||
+ | Where you spend the time between materializations is largely irrelevant. Perhaps you go to the underworld, perhaps you become astral or step out of the time flow. The GM might design special scenarios in this off-world, but don't count on it. It can be cool to role-play the effects this in-between place has on you - it might be scary, paradisaical or just weird. | ||
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+ | === Immortality === | ||
+ | Trigger Action (Result) | ||
+ | |||
+ | Use this when you are knocked out. You die, only to reappear later at the same spot at the end of the round. For each time you've died this day, you start out with three hits taken. An unnamed creature can only use this schtick once per day, but does not take any hits. | ||
+ | |||
+ | This power always have some unique nemesis, and if this method or item is used to kill you or anoint your body, Immortality will not work. This can be cutting off the head, staking the heart, or some similar maneuver. | ||
+ | |||
+ | If you have [[#Mystic Disappearance|Mystic Disappearance]], you can chose to not return immediately, instead using that power to return later, possibly in another place. | ||
=== Soul Transfer === | === Soul Transfer === |
Revision as of 16:58, 19 March 2008
Templates for Action |
- Main article: Powers (Action)
Mystic Disappearance
Limit Break
You can disappear at will, seemingly being gone forever, only to reappear later at an opportune time.
You spend a 3-shot action to dematerialize, effectively disappearing from the story. You go wherever it is you spend your time "off", and cannot be affected in any way, except possibly with Summoning.
You reappear at the gamemaster's discretion, usually at the end of the scene or fight when you dematerialized, tough sometimes the away time can be months or even years. You have no direct control over when and how you reappear, though you can specify an anchor when you purchase the power; an event, place, person or item that acts to draw you back. Examples include avenging ghosts that appear at the scene of a rape or to haunt the wearer of a sword.
Mystic Disappearance can be used to overcome travel obstacles for monsters: it is hard for a golem to walk onto an airplane, but when your pals go to New York city, you can dematerialize and then conveniently materialize when they arrive. You can only appear as directed by the story, but as long as you are willing to surrender control to your gamemaster, this is a sort of teleportation.
Where you spend the time between materializations is largely irrelevant. Perhaps you go to the underworld, perhaps you become astral or step out of the time flow. The GM might design special scenarios in this off-world, but don't count on it. It can be cool to role-play the effects this in-between place has on you - it might be scary, paradisaical or just weird.
Immortality
Trigger Action (Result)
Use this when you are knocked out. You die, only to reappear later at the same spot at the end of the round. For each time you've died this day, you start out with three hits taken. An unnamed creature can only use this schtick once per day, but does not take any hits.
This power always have some unique nemesis, and if this method or item is used to kill you or anoint your body, Immortality will not work. This can be cutting off the head, staking the heart, or some similar maneuver.
If you have Mystic Disappearance, you can chose to not return immediately, instead using that power to return later, possibly in another place.
Soul Transfer
Trigger Action (Finisher)
You kill your the target (which can be yourself) and send the soul looking for a new body to inhabit. Decide on a location; the power will locate the closest suitable host and present it to the soul to accept or reject. If it is rejected, the power locates the second closest one and so on. Target gets a vision of each host as it is found. There is a delay of 1d6 hours between each vision. Any new potential hosts can also appear as candidates, and it is possible to spend up to a year and a day looking for a suitable host.
If the creature is an Undead, it needs a corpse of the same basic form as the last one, otherwise it needs a brain-dead creature of its own creature type. To any onlookers, it seems as if the corpse animated itself or the creature suddenly recovered. Initially, use the physical attributes Body and Reflexes of the host body, but these attributes revert to their usual values at the rate of one point per hour. The basic appearance (modified by attribute changes), gender, and age of the host remains.