Difference between revisions of "Move Fey (Action Powers)"
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You must guide the travels of this group, either by accompanying them or by giving them travel directions to follow. Both the start and end of the teleport must not observed by any intelligent creature that are not among those teleported. The teleport is subtle, targets will often be surprised that they arrived so soon. A [[Ride (Action)|Ride]] roll can detect that something odd happened. | You must guide the travels of this group, either by accompanying them or by giving them travel directions to follow. Both the start and end of the teleport must not observed by any intelligent creature that are not among those teleported. The teleport is subtle, targets will often be surprised that they arrived so soon. A [[Ride (Action)|Ride]] roll can detect that something odd happened. | ||
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+ | === Thread of Fate === | ||
+ | Basic Action | ||
+ | |||
+ | You can [[Curse (Action)|Curse]] another creature, entwining your fate with that creature's fate with an opposed [[Know (Action) | Know]] roll. If an attempt fails, that creature is immune to to your use of this power for the rest of the adventure. You can entwine with several creatures simultaneously, but each requires a separate use of this ability. You can release your Doom voluntarily, but only at the end of a play session. It can also be removed from your target as a [[Curse (Action)|Curse]]. | ||
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+ | You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated. | ||
=== Transfer Focus=== | === Transfer Focus=== |
Revision as of 10:54, 13 April 2018
Templates for Action |
- Main article: Powers (Action)
Fairy Pact
Limit Break or Finisher
You make a pact with another creature, that you must be touching. The creature need not be willing, but you must make a Ride vs. Dodge check against an unwilling creature. A failed roll cannot be attempted again until the next scene.
When you use other powers that are also Basic Actions, you can choose to have them originate at the target of your fairy pact. If you do, use range and cover penalties from you or from the target, whichever is worse. This hides the fact that you are the one who used the power, but a creature that observes you closely can still see that you used a power.
The target can take a trigger action to aim the power for you. If they do, only count range and cover from their position, not yours. The target must be aware that you are using a power; Fairy Pact allows no communication.
Fairy pact lasts until the end of the scene or until you use it again to link to another creature. A fairy pact made as a Finisher is a Curse and can potentially last forever.
Fairy Shortcut
Limit Break
You can teleport a number of creatures willing to follow your directions equal to your Mind from one wilderness location to another similar wilderness location. If you begin in faerie, you can teleport to another location in fairy or to the mundane world. If you are in the mundane world, you can only teleport to a similar location in faerie but can use the power again to teleport again; an encounter is likely in the interval. You need not know of an empty location to teleport to; just specify where you want to go, and the power picks a suitable location near your destination.
You must guide the travels of this group, either by accompanying them or by giving them travel directions to follow. Both the start and end of the teleport must not observed by any intelligent creature that are not among those teleported. The teleport is subtle, targets will often be surprised that they arrived so soon. A Ride roll can detect that something odd happened.
Thread of Fate
Basic Action
You can Curse another creature, entwining your fate with that creature's fate with an opposed Know roll. If an attempt fails, that creature is immune to to your use of this power for the rest of the adventure. You can entwine with several creatures simultaneously, but each requires a separate use of this ability. You can release your Doom voluntarily, but only at the end of a play session. It can also be removed from your target as a Curse.
You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated.
Transfer Focus
Limit Break
You transfer your focus to another character who is within sight. That character can choose to immediately perform a Limit Break, at normal shot cost. If he has no shots left, he can still perform the Limit Break but takes a Hit from backlash.
Transfer Power
Basic Action
You channel one or more Fortune Points to another character you can see. You spend these points, and the target receives them, replenishing any lost Fortune points. If this leaves the target with more than a full Fortune pool, the points must be spent before the end of the round or they return to you.