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

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Basic Action
 
Basic Action
  
You transport yourself, your allies, a target and the target's allies into a shadowy reflection of the physical world. This cannot be more creatures than your [[Ride (Action)|Ride]] roll; if more creatures than that would be affected, the power fails. You and your allies must be hidden from the target and his allies to use this power, and your presence is revealed when you use this power. You make a [[Ride (Action)|Ride]] roll to see how many targets you can affect.
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You transport yourself, your allies, a target and the target's allies into a shadowy reflection of the physical world. The place you appear at is the same as the physical world in all respects, except that only creatures affected by this power are there and that it appears drab and shadowy, almost monochrome. Any damage done to objects or structures in the area do not translate to the real world.  
 
 
The place you appear at is the same as the physical world in all respects, except that only creatures affected by this power are there and that it appears drab and shadowy, almost monochrome. Any damage done to objects or structures in the area do not translate to the real world.  
 
  
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You make a [[Ride (Action)|Ride]] roll to see how many targets you can affect.
 
The power lasts for one scene, until the two sides lose contact, until you choose to end it (a Basic Action), or until dispelled or broken with an appropriate [[Setback (Action)|Setback]] scored on you. When the power ends, all targets return to the normal world and you and your allies become [[Maneuver_(Action)#Sneak|hidden]].
 
The power lasts for one scene, until the two sides lose contact, until you choose to end it (a Basic Action), or until dispelled or broken with an appropriate [[Setback (Action)|Setback]] scored on you. When the power ends, all targets return to the normal world and you and your allies become [[Maneuver_(Action)#Sneak|hidden]].
  

Revision as of 16:47, 4 April 2018

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Main article: Powers (Action)

Shadow Ambush

Basic Action

You transport yourself, your allies, a target and the target's allies into a shadowy reflection of the physical world. The place you appear at is the same as the physical world in all respects, except that only creatures affected by this power are there and that it appears drab and shadowy, almost monochrome. Any damage done to objects or structures in the area do not translate to the real world.

You make a Ride roll to see how many targets you can affect. The power lasts for one scene, until the two sides lose contact, until you choose to end it (a Basic Action), or until dispelled or broken with an appropriate Setback scored on you. When the power ends, all targets return to the normal world and you and your allies become hidden.

Shadow Walk

Basic Action or Limit Break

You can disappear into a shadow or patch of darkness, only to appear moments later in a similar location. You teleport to another shadow or place of darkness whose location you know of. Both shadows must be large enough that you can stand in them. As a Basic Action, you need line of sight, with a Limit Break you don't, and can even travel between planes

You are expected to use other powers to locate suitable spots of darkness. If the area you intended to step into is lit, the power fails, you do not move, and you cannot use this power again in this scene.

War Rider

Basic Action

You carry an aura of war along with you out to Ride times 5 meters and to all who can see you. Creatures in this area are prone to violence and will fight at the drop of a hat.

Any time a creature in the area is successfully interacted with, it can make a Normal Melee Attack as a trigger action. On a Setback result, it must do so, possibly striking a nearby friend. This is in addition to the normal effect of the interaction. Unnamed creatures cannot take trigger Actions, but on an interaction Setback, they will make the melee attack as a free bonus action.