Move Gifts (Action Powers)

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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.

Tap The Gifted

Basic Action

The gifted are founts of power that can be tapped by the unscrupulous.

Make an opposed Impress roll against a Gifted creatures.

On a success you inflict one Hit on the Gifted creature and gain one Fortune point as long as your Impress check also beat than your own Mind.

If your Impress scores an outcome matching the Gifted creature's Mind you instead gain two Fortune and inflict a Hit and a Damage Setback on the Gifted creature.

If you gain Fortune in excess of your Mind this way you must spend any excess points by the end of the scene, or they are lost.