Difference between revisions of "Move Chi (Action Powers)"

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Inherent
 
Inherent
  
You never become lost, intuitively sensing the path to your personal destiny. You are never too late, always arriving at the exact time your path requires. Tough your travels might seem aimless, you are on the golden road to your glorious doom. You might be a relentless quester or a fool drifting on the winds of fate, but you are never completely lost and never wander aimlessly. It means you are never really lost; if you are wandering deep in the woods or wide-open desert it is because there is a meaningful task or lesson for you there. You might have to struggle to survive, but you will always prevail.
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You never become lost, intuitively sensing the path to your personal destiny. You are never too late, always arriving at the exact time your path requires. Tough your travels might seem aimless, you are on the golden road to your glorious doom. You might be a relentless quester or a fool drifting on the winds of fate, but you are never completely lost and never wander aimlessly. If you are wandering deep in the woods or wide-open desert it is because there is a meaningful task or lesson for you there. You might have to struggle to survive, as that might very well be the lesson.
  
This power can take you anywhere your destiny lies, even to faraway or fantastical times or places. Basically, this gives you an excuse to appear in an adventure regardless of how strange or ridiculous it might seem, being a more extreme variant of [[Move_(Action_Powers_Technique)#Drifter|Drifer]]. It can also give the GM an excuse to make adventures in places and locations far outside the normal scope of the campaign, tough you have no control over this. Your destiny can be open or specific, and you can suggest adventures and places to the GM that you think your destiny ought to take you to.
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This power can take you anywhere your destiny lies, even to faraway or fantastical times and places, and you can lead a small band of companions there. Basically, this gives you an excuse to appear in an adventure regardless of how strange or ridiculous it might seem, being a more extreme variant of [[Move_(Action_Powers_Technique)#Drifter|Drifer]]. It can also give the GM an excuse to make adventures in places and locations far outside the normal scope of the campaign, tough you have no control over this. Your destiny can be open or specific, and you can suggest adventures and places to the GM that you think your destiny ought to take you to.
  
 
=== Ripples on the Pond ===
 
=== Ripples on the Pond ===

Revision as of 14:44, 22 February 2011

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Main article: Powers (Action)

Path of Destiny

Inherent

You never become lost, intuitively sensing the path to your personal destiny. You are never too late, always arriving at the exact time your path requires. Tough your travels might seem aimless, you are on the golden road to your glorious doom. You might be a relentless quester or a fool drifting on the winds of fate, but you are never completely lost and never wander aimlessly. If you are wandering deep in the woods or wide-open desert it is because there is a meaningful task or lesson for you there. You might have to struggle to survive, as that might very well be the lesson.

This power can take you anywhere your destiny lies, even to faraway or fantastical times and places, and you can lead a small band of companions there. Basically, this gives you an excuse to appear in an adventure regardless of how strange or ridiculous it might seem, being a more extreme variant of Drifer. It can also give the GM an excuse to make adventures in places and locations far outside the normal scope of the campaign, tough you have no control over this. Your destiny can be open or specific, and you can suggest adventures and places to the GM that you think your destiny ought to take you to.

Ripples on the Pond

Limit Break

All allies within Mind meters of you become focused. This will not allow them to perform a second Limit Break in the same round.