Difference between revisions of "Move Gifts (Action Powers)"
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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. You can only mark named characters. Either you or your victim must cause some damage to the other, but Mark | + | 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 of Fate is automatically successful. |
− | + | This is a twisting of fate, not any supernatural movement. If your victim flees far away, this twist can be quite strange and terrible. | |
− | This | ||
''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 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 (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. |
Revision as of 21:40, 4 April 2018
Templates for Action |
- 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 of Fate is automatically successful. This is a twisting of fate, 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.