Echoes (Action)

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Heroic Action Role-Play

This is a Method for using Powers in Action. Methods are a part of Traditions and define how Powers are used in each campaign.

Echoes

Your powers affects the world in a very fundamental way, and this does not stop at the effects you produce consciously. Strange effects occur around you constantly, either as a result of your rampant subconscious use of power, or simply as a form of backlash from reality. Technological powers cause technological side effects, such as brownouts, pollution, and interference.

Limitation

Echoes manifest spontaneously and outside your control. They are noticeable, and can give people in the know information they would not otherwise have. Echoes are generally funny, in a sadistic kind of way; they never obstruct the story, but can create setbacks and hindrances for you and (rarely) your friends. They are a great plot device for the GM to use when you are taking too much camera time or are using your power for tasks that really demand role-playing. You can suggest echoes, or your game master can invent them. If you invent funny and annoying echoes, the game master will probably go easy on you with his own. In either case, it is the game master that has the final word on what happens.

Focus Condition

Trigger Action (Focus)

Whenever an echo manifests in a significant way, you can focus. Another way to put this is to say that when you focus, there is an echo, tough such player-provoked echoes are usually nastier than others, generally equal to an interaction setback.