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

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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.
 
=== 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.
 

Revision as of 22:23, 17 July 2016

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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.