Difference between revisions of "Emote Space (Action Powers)"

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
===Aberrant Charm ===
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=== Local Attraction ===
{{Charm (Action Powers)}}
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Limit Break
  
This power only works on [[Aberrations (Action) | Aberrations]].
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You make a spot attractive to be in for a number of days equal to your [[Mind (Action)|Mind]].
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Creatures passing by tend to stop there, and might even take a detour to pass by.
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When a creature passes within a range of 10 meters times your [[Charm (Action)|Charm]], the effects makes a roll using your [[Charm (Action)|Charm]].
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On a success, the creature is drawn to the location and will pause a few minutes, but is not forced to make a detour if it path does not lead to the location.
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On a success matching the creature's [[Mind (Action)|Mind]] it will take a detour and stay at the location for about an hour before moving on.
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Local Attraction can simultaneously affect a number of creatures equal to your [[Charm (Action)|Charm]]. If the effect exceeds this number, it stops affecting random creatures until the legal number is reached.
  
=== Aberrant Mind ===
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=== Spatial Link ===
Inherent or Stance
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{| class="wikitable" align="right"
 
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| valign=bottom |'''Charm'''|| valign=bottom |'''Range <br>(meters)'''
Attempts to use divination and mind-reading powers against you can lead to dire consequences. When a creature uses such a power to learn information about you or your mind, you can make an opposed [[Charm (Action)|Charm]] check against them. On a success, they fail to gain any useful information and are [[Emote_(Action_Powers_Technique)#Confusion|Confused]] until the end of the round (for the first round if this starts detailed time).
 
 
 
This can either be a stance or inherent power. If it is inherent, your mind is alien and your behavior is obviously odd unless you somehow disguise yourself as sane.
 
 
 
=== Hammerspace Access ===
 
Inherent
 
 
 
You have access to a personal pocket dimension for storing gear in. When you sheathe a weapon or pocket a piece of gear, it goes into this extra-dimensional space. You cannot carry more gear than you normally could, and it is possible for others to reach into this extra-dimensional space to pick your pockets normally - if they know the space is there.
 
 
 
Noticing that you are carrying items this way uses a [[Detect_(Action_Powers_Technique)#Frisk|Frisk]] check against your [[Charm (Action)|Charm]].
 
 
 
=== Spatial Friends ===
 
Basic Action
 
 
 
Touch a willing friend to create a spacial link to his location; you can now see and talk to this friend and use powers as if you had line of sight, ignoring all cover. You can also use [[Teleport (Action)|Teleport]] powers to move this friend, or to move to the location where this friend is.
 
 
 
The range of Spatial Friends depends on your [[Charm (Action)|Charm]] skill. The power ends if you move out of range. You can have several spatial friends at once, up to your [[Mind (Action)|Mind]] in number. The power normally lasts until the end of a session, but the [[GM]] can judge that a mid-session break of a day or so breaks it.
 
{|
 
||'''Charm'''|||'''Range (meters)'''
 
 
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||8|||40  
 
||8|||40  
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||+5|||x10  
 
||+5|||x10  
 
|}
 
|}
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Basic Action
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Touch a willing friend to create a spacial link to his location; you can now see and talk to this friend and use powers as if you had line of sight, ignoring all cover. You can also use [[Teleport (Action)|Teleport]] powers to move this friend, or to move to the location where this friend is.
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The range of Spatial Friends depends on your [[Charm (Action)|Charm]] skill. The power ends if you move out of range. You can have several spatial friends at once, up to your [[Mind (Action)|Mind]] in number. The power normally lasts until the end of a session, but the [[GM]] can judge that a mid-session break of a day or so breaks it.
  
 
=== Teleport Embrace ===
 
=== Teleport Embrace ===

Latest revision as of 09:48, 3 May 2023

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Templates for Action
Main article: Powers (Action)

Local Attraction

Limit Break

You make a spot attractive to be in for a number of days equal to your Mind. Creatures passing by tend to stop there, and might even take a detour to pass by. When a creature passes within a range of 10 meters times your Charm, the effects makes a roll using your Charm. On a success, the creature is drawn to the location and will pause a few minutes, but is not forced to make a detour if it path does not lead to the location. On a success matching the creature's Mind it will take a detour and stay at the location for about an hour before moving on. Local Attraction can simultaneously affect a number of creatures equal to your Charm. If the effect exceeds this number, it stops affecting random creatures until the legal number is reached.

Spatial Link

Charm Range
(meters)
8 40
9 60
10 100
11 160
12 250
13 400
14 600
15 1,000
16 1,600
17 2,500
18 4,000
+5 x10

Basic Action

Touch a willing friend to create a spacial link to his location; you can now see and talk to this friend and use powers as if you had line of sight, ignoring all cover. You can also use Teleport powers to move this friend, or to move to the location where this friend is.

The range of Spatial Friends depends on your Charm skill. The power ends if you move out of range. You can have several spatial friends at once, up to your Mind in number. The power normally lasts until the end of a session, but the GM can judge that a mid-session break of a day or so breaks it.

Teleport Embrace

Basic Action

Select up to your Mind willing targets you can touch or who touch each other - it is possible to form a chain of hands. The next time you use a Teleport power to move, these people go along with you.

Anyone who moves out of touch with the chain of hands breaks the effect.