Dodge Fey (Action Powers)

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Main article: Powers (Action)

Biological Resistance

Inherent

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

Faerie Dance

Limit Break

You perform a dance routine, expressing the nature of a Form you already know through 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)

When Attacked, add +5 to your Dodge for the current shot. You can move 1 meter as a part of this action but 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 Dance. Limit breaks used this way only work on voluntary or helpless targets. Stances used like this work for the remainder of the scene.

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 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.

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.