Transmute Magic (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Animate Object
Basic Action
Animate an object you can see up to Create meters away and weighting no more than Mind kilos.
The object becomes an Unnamed Character with the object's Toughness and a score equal to your Mind in all other attributes. It uses your skills. It takes no actions on its own, you must use a Basic Action in order to give the item a basic action. It otherwise works as if you were holding the object. If the object takes a Hit the animating force is defeated you cannot animate this object again this scene.
If the object is attended, it takes a Create roll against the holders Dodge to animate it. On a success the holder of the object must either let go of it or loose three shots; on an Outcome matching its Reflexes it suffers both results.
Calculate Location
Limit Break
You learn the physical location of an object or creature. You must have enough information about the target to describe it uniquely; if you have a general description you will find the nearest target that fits the description. This can include name, number, origin, dat of origin, or a physical description. You can use this to discern your own location if you are lost. It can also be used to analyze a teleport performed in the area in the last hour, which tells you what teleported where.
Elixir
Limit Break
You prepare an elixir imbuing the drinker with any one power you do not know, but whose Form you do know. Anyone can drink such an elixir to gain a single use of the power. Drinking requires no extra time, it is a part of the use of the power. If the power is a stance or inherent, you can continue to keep it up for one scene (or as long as it makes sense). If the power is a Limit Break and affects only the drinker, the drinker need not be Focused to use the elixir.
You can only use this power once per session. This power can be taken several times; each time lets you prepare one additional elixir each session. All elixirs become inert at the end of a session, except as the GM feels the story requires.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Homunculus
Inherent and Focus
You have a spirit companion, a Henchman Extra with a maximum skill equal to your Create who looks out for your interest and will accompany you on adventures. This creature is small, with a maximum Body of 4, tough Superstrength can overcome this limitation. Most homunculi appear as small humanoids; fey, angels, or devils. This is not an absolute rule; homunculi can have any appearance.
Your homunculus is not entirely a separate creature; it is formed out of your magical essence. This means that the two of you are always in telepathic contact. You can re-absorb this essence when touching the homunculus to Focus. This destroys the homonoculus. At the beginning of each session, your homunculus re-forms beside you regardless of where it were earlier, even if it was dead or at the other end of the universe.
Runetrap
Limit Break
You write a line of script or runes on an object and select a Finisher you can use. This writing is obvious but innocolous; it can be hidden as decoration or as a part of a written text. You also set a simple condition when the runes will trigger, such as "when it changes ownership for the third time", "when it comes into the possession of Fred Fod", or "on Apirl 1st". A runetrapped object must be accepted or picked up; you cannot plant it on somebody, but anyone holding and using the object is considered to have accepted it. When triggered, the finisher affects the current holder or owner of the object. If no-one has accepted the object, the creator is considered the owner.
The runetrap is a Trap and can be recognized for what it is with a Scan stunt, and if it is, it can be dispelled normally. If the object is destroyed, the runetrap fixes on the last owner and the condition and potential Finisher applies to him only, but the power can still be dispelled.
Spell Preparation
Limit Break
Use Spell Preparation to prepare any one power you do not know, but whose Form you do know. You can now use the prepared power at any time, but only once. If the power is a stance or inherent, you can continue to keep it up for one scene (or as long as it makes sense). If you prepare a new power, you lose the previously prepared one.
This power can be taken several times; each time lets you prepare one additional power or one additional use for a power you have already prepared. It is considered normal to start with a spell prepared for use with this power.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Sustaining
Limit Break
You can extend the duration of any one power that is already in effect to last a whole session. Does not apply to stances. The power can still be dispelled (It now counts as a Limit break for dispel purposes) or end in some other way that does not involve its duration running out.