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

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=== Mystic Disappearance ===
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Limit Break
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You can disappear at will, seemingly being gone forever, only to reappear later at an opportune time.
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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 (Action Power Technique)|Summoning]].
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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.
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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.
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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.
  
 
=== Psychic Duel ===
 
=== Psychic Duel ===

Revision as of 16:39, 19 March 2008

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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.

Psychic Duel

Limit Break

You can initiate a psychic contact with another character, regardless of distance. You must have a clear mental image of your target. The two of you engage in a single round of combat, as if you were standing next to one another. You can use any powers, equipment, or other features normally. Others can affect either of you normally if they are in your presence, but cannot reach through the psychic link. Once the one round of combat is over, the link goes down and you are each left to your own devices. The target gets a premonition of danger, so no surprise is possible.

This power can be used for other, non-combat purposes such as remote healing, conversation, or even brief trysts.