Difference between revisions of "Imbue Order (Action Powers)"

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=== Discipline ===
 
Stance
 
 
You discipline yourself to overcome adversity and maintain your resolve; you will not waver. Any [[Stunt (Action)|stunt]] that fails to cause a setback does not affect you at all. You never fumble. You can continue to fight after you would ordinarily have been knocked out; taking one more hit knocks you out in the normal manner. Note that you still take wounds normally each time, so this increases the chance of death.
 
 
=== Home Ground ===
 
Limit Break
 
 
You bless a place and the people therein, giving them the benefits of [[#Discipline|Discipline]]. You must genuinely believe these people have a right to this place. As long as they are on Home Ground, they remain blessed, and so is anyone else who they accept as a part of their group. If they desert the place the power ends.
 
 
=== Perfection of Effort ===
 
Trigger Action
 
 
Whenever you see someone else taking an action, you can support that action by invoking perfection on it. Make a power skill roll; the result of the action is based on the best result; yours or the person you are helping. You cannot help yourself in this manner.
 
 
=== Quest ===
 
Basic Action
 
 
You can bind someone to a promise or claim he has made. When someone pronounces an oath or solemn promise, you can reinforce that oath. As long as the oath bound act to fulfill their oath, the get the benefits of [[#Discipline|Discipline]]. But should they stray, they will notice that fate turns against them, and they lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, they begin to suffer [[Stunt (Action)|setbacks]] and accidents instead.
 
 
A Quest lasts until the oath is fulfilled or until dispelled as a [[Curse (Action)|Curse]]. Note that the oath bound person cannot himself strive to have the oath removed, or he will suffer from the dire effects of the Quest.
 

Revision as of 13:00, 5 March 2008

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