Difference between revisions of "Dodge Fey (Action Powers)"

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Add your [[Mind (Action)|Mind]] to your soak attribute against all types of [[Damage_Types_(Action)#Biological | biological damage]].
 
Add your [[Mind (Action)|Mind]] to your soak attribute against all types of [[Damage_Types_(Action)#Biological | biological damage]].
  
=== Elusive Power ===
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=== Enact Power ===
Inherent
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Basic Action
 
 
Pick one power you know. You can use this power and any stunts related to it with the [[Dodge (Action)|Dodge]] skill instead of whatever skill it is usually based on. You can take this power several times, each time applying it to a separate power.
 
  
{{:Meta Power (Action)}}
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Pick a power you know that is a Stance. You activate this power by performing a skit that shows the power of the Stance through acting or dance.
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The stance has its normal effect, but gains FX that makes its effect obvious to observers and unnerving to creatures not used to powers. The more stances you activate the more radical the FX becomes.
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With three or more stances active you are [[Stymied (Action)|Stymied]] on actions requiring subtlety, such as [[Recon (Action)|Recon]] checks to hide or [[Charm (Action)|Charm]] checks to keep people peaceful or passive.
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Enact Power lasts for a scene, meaning you have to use this soon before an action scene is about to start.
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The advantage is that you can activate Basic Actions in preparation for an action scene and thus avoid the short cost of the Stance.
  
 
=== Faerie Dance ===
 
=== Faerie Dance ===
 
Limit Break
 
Limit Break
  
You perform a dance routine, expressing the nature of a [[Forms_and_Techniques_(Action_Powers)#Forms | Form]] through dance. Until the end of the next round, when you use another power of this [[Forms_and_Techniques_(Action_Powers)#Forms | Form]], you can base any roll or stunt using that power on your [[Dodge (Action)|Dodge]] skill instead of whatever skill the power would normally be based on.  
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You perform a dance routine, expressing the nature of a [[Forms_and_Techniques_(Action_Powers)#Forms | Form]].  
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Select a [[Forms_and_Techniques_(Action_Powers)#Forms | Form]] you know when performing Faerie Dance.
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Until the end of the next round, when you use another power of this [[Forms_and_Techniques_(Action_Powers)#Forms | Form]], you can base any roll or stunt using that power on your [[Dodge (Action)|Dodge]] skill instead of whatever skill the power would normally be based on.  
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{{:Meta Power (Action)}}
  
{{:Meta Power (Action)}}
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=== Fairy Dodge ===
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Trigger Action (Defense)
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Use this when an attack would succeed against you. 
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Add +3 to your [[Dodge (Action)|Dodge]] for the current shot.
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If an attack misses you during this shot, you can [[Teleport (Action)|Teleport]] up to your [[Move (Action)|Move]] in meters after the triggering attack.
  
 
=== Faerie Improvisation ===
 
=== Faerie Improvisation ===
 
Limit Break
 
Limit Break
  
You perform a dance routine expressing a specific power of a [[Forms_and_Techniques_(Action_Powers)#Forms | Form]] you know. This power can be a Basic Action, Finisher, or Stance. You use this power as a part of the action to use Faerie Dance. Limit breaks used this way only work on voluntary or helpless targets. Stances used like this work for the remainder of the scene.
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You perform a dance routine expressing a specific power of a [[Forms_and_Techniques_(Action_Powers)#Forms | Form]] you know, a power you do not already know. This power can be a Basic Action, Limit Break, Finisher, or Stance. You use this power as a part of the action to use Faerie Improvisation. Limit breaks used this way only work on voluntary or helpless targets. Stances used like this work until daybreak or sundown, whichever comes first.
  
 
=== Fey Resistance ===
 
=== Fey Resistance ===
 
Inherent
 
Inherent
  
Add your [[Mind (Action)|Mind]] to your soak attribute against all types of [[Damage_Types_(Action)#Physical | physical damage]]. Iron weapons ignore fey resistance, and the touch of iron objects cause you minor discomfort. All weapons of  
+
Add your [[Mind (Action)|Mind]] to your soak attribute against all types of [[Damage_Types_(Action)#Physical | physical damage]]. Iron (including all ferrous metals) weapons bypass fey resistance, and the touch of iron objects cause you minor discomfort.  
[[Items_(Action)#Blacksmith |Blacksmith]]
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All weapons of  
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[[Items_(Action)#Blacksmith |Blacksmith]]  
 
complexity, as well as melee weapons of  
 
complexity, as well as melee weapons of  
 
[[Items_(Action)#Clockwork|Clockwork]],
 
[[Items_(Action)#Clockwork|Clockwork]],
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Basic Action
 
Basic Action
  
You can invite an adjacent creature to participate in a game of follow the leader. As long as that creature does not let go of your hand or moves to a position not adjacent to you, it will follow any movement you take. This applies even if you move in ways the creature could not normally follow, such as flying or teleporting.
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You can invite an adjacent creature to participate in a game of follow the leader. As long as that creature does not let go of your hand or moves away from you, it will follow any movement you take without having to take any action. This applies even if you move in ways the creature could not normally follow, such as flying or teleporting.
  
 
You can use this power again to add one more creature to the dance. Each person participating in the dance must be adjacent to at least one other dancer after each move. Normally dancers trail after you in a long line, but this can vary from moment to moment; you can re-position dancers in any legal position after each time you move.
 
You can use this power again to add one more creature to the dance. Each person participating in the dance must be adjacent to at least one other dancer after each move. Normally dancers trail after you in a long line, but this can vary from moment to moment; you can re-position dancers in any legal position after each time you move.

Latest revision as of 08:48, 10 August 2023

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Main article: Powers (Action)

Biological Resistance

Inherent

Add your Mind to your soak attribute against all types of biological damage.

Enact Power

Basic Action

Pick a power you know that is a Stance. You activate this power by performing a skit that shows the power of the Stance through acting or dance. The stance has its normal effect, but gains FX that makes its effect obvious to observers and unnerving to creatures not used to powers. The more stances you activate the more radical the FX becomes. With three or more stances active you are Stymied on actions requiring subtlety, such as Recon checks to hide or Charm checks to keep people peaceful or passive. Enact Power lasts for a scene, meaning you have to use this soon before an action scene is about to start. The advantage is that you can activate Basic Actions in preparation for an action scene and thus avoid the short cost of the Stance.

Faerie Dance

Limit Break

You perform a dance routine, expressing the nature of a Form. Select a Form you know when performing Faerie Dance. Until the end of the next round, when you use another power of this Form, you can base any roll or stunt using that power on your Dodge skill instead of whatever skill the power would normally be based on. 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.

Fairy Dodge

Trigger Action (Defense)

Use this when an attack would succeed against you. Add +3 to your Dodge for the current shot. If an attack misses you during this shot, you can Teleport up to your Move in meters after the triggering attack.

Faerie Improvisation

Limit Break

You perform a dance routine expressing a specific power of a Form you know, a power you do not already know. This power can be a Basic Action, Limit Break, Finisher, or Stance. You use this power as a part of the action to use Faerie Improvisation. Limit breaks used this way only work on voluntary or helpless targets. Stances used like this work until daybreak or sundown, whichever comes first.

Fey Resistance

Inherent

Add your Mind to your soak attribute against all types of physical damage. Iron (including all ferrous metals) weapons bypass fey resistance, and the touch of iron objects cause you minor discomfort. All weapons of Blacksmith complexity, as well as melee weapons of Clockwork, Coal, Combustion, and Electronic tech level are generally made out of iron.

Follow the Faerie

Basic Action

You can invite an adjacent creature to participate in a game of follow the leader. As long as that creature does not let go of your hand or moves away from you, it will follow any movement you take without having to take any action. This applies even if you move in ways the creature could not normally follow, such as flying or teleporting.

You can use this power again to add one more creature to the dance. Each person participating in the dance must be adjacent to at least one other dancer after each move. Normally dancers trail after you in a long line, but this can vary from moment to moment; you can re-position dancers in any legal position after each time you move.