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

Echoes add chance to your powers, and this does not stop at the effects you produce consciously. This can be because your powers affects the world in a very fundamental way, a form of backlash, a result of your rampant subconscious, or simply the workings of blind chance.

Your powers are subject to chance and strange effects occur around you constantly. What these side effects are can vary from time to time or have a set theme, as decided when you take the limitation. They are often origin-based. Echoes manifest spontaneously and outside your control. They are noticeable, and can give people in the know information they would not otherwise have. Technological powers cause technological side effects, such as brownouts or glitches. Mystic powers have effects similar to the ones you produce yourself. 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 should be role-played.

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.

Limitation

Echoes makes small odd things occur around you, but this is mostly flavor, tough they can sometimes provide clues to enemies or distractions to you. When you use your powers in obvious ways, they manifest more strongly; on a Snakeyes roll when using obvious powers you suffer a Setback from your echoes. This Setback often mimics the power you were using, escalating or reversing it, or changing targets. As setbacks go, this is usually pretty mild.

Focus Condition

Focus

If you invent a creative echo, you can focus. Alternatively, you can ask the GM for an echo, in which case it might be slightly more severe for making him think one up on his feet. In either case, it is an unusually mild Setback and usually manifests at the end of the round - after you've had a chance to use a Limit Break.