Imbue Gifts (Action Powers)

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Main article: Powers (Action)

Bestial Strength

Stance (Damage Boost)

You make your unarmed attacks more lethal, adding +2 damage of the same type the attack already does. You can only use one damage-increasing stance at the time.

Embodiment of Power

Trigger Action (Combo)

Select one stunt, power, or stick that you can use and that is normally a basic action. Your body manifests this power very strongly; whenever you touch another creature - such as with a successful unarmed or natural Melee attack made by or against you - you can use this power and immediately use the chosen basic action against the creature that touched you.

Borrow Power

Limit Break

Make a Melee attack on another creature; if you hit you borrow a power and can use it for the rest of the scene. The target loses the use of the power for the same period.

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.

Quill Insertion

Basic Action

You insert quills into he victim's flesh, making it painful and hard for him to move. Make a roll of Melee vs. Dodge, on a success the target's Reflexes suffers a penalty of -1 until the end of the scene. If the attack scores an Outcome matching the target's Reflexes, the penalty is increased to three. The target also loses three shots. The penalty can be cured with a First Aid stunt using Know against your Melee, or the quills can be removed automatically outside of combat.

Sticky

Trigger Action (Combo)

Use this power when you hit with an unarmed Melee attack or when you are hit with a Melee attack. Make a Melee vs. Dodge check. On a success, you and the target are stuck together, but the target can avoid the effect by spending 3 shots. On an Outcome matching the target's Body, you are stuck no matter what.

A weapon stuck this way cannot be used and the wielder must either let go of it or try to pull it free with an opposed Body as a Basic Action.

If you and another creature are stuck together this way, neither of you can move away from the other (tough circling around each other is possible). As a Basic Action, you can try to either drag the other along, or pull free - in both cases it is an opposed Body roll. It is also possible to use Contortions to slip free using Reflexes.

Tentacles

Stance

You can extend long tentacles. You can use these to attack enemies in hand-to-hand combat while keeping your own vital parts out of harm's way. Your tentacles are elastic and can stretch a maximum distance equal to half your Body in meters. You can stunt and attack with them for Body +0 damage.

You can use tentacles to absorb Hits in melee; when you take damage, you can sacrifice a tentacle instead. This means it becomes unavailable for the rest of the fight. Opponents can also choose to attack tentacles instead of you. Unnamed creatures cannot do this.

If you take this power several times, you gain additional tentacles. As long as any of your tentacles are active, you continue to get the benefits. You can use a single Normal Melee Attack to attack with all your tentacles, but no more than one tentacle can attack any particular target.

Variants of Tentacles can be just about anything. A prehensile tail, flying scarves, animated hair, a swarm of insects, flying scarves, tree roots, animated water, anything is possible.