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

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Basic Action
 
Basic Action
  
You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, when you use another power of the [[Chi_(Action_Powers_Form)|Chi]] origin before the end of the round, you can base any roll or stunt using that power on your Maneuver skill instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
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You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, before the end of the round, when you use another power, you can base any roll or stunt using that power on your [[Maneuver (Action)|Maneuver]] instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
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{{:Origin Divide (Action)}}
  
 
=== Combination Stance ===
 
=== Combination Stance ===

Revision as of 11:01, 3 October 2012

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Main article: Powers (Action)

Bodily Harmony

Basic Action

You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, before the end of the round, when you use another power, you can base any roll or stunt using that power on your Maneuver instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.


In some campaign worlds there is a strong divide among certain origins. Check with your GM for what applies in your campaign. This is especially common when different world-views collide. This is specific to each campaign world and has to do with how powers work. Divided powers are completely different and incompatible; philosophy, mechanics, physics; everything works differently to opposed powers.

Note that not all worlds have a power divide. In many campaigns all powers are one on an essential level, and all power origins are in compatible. Nor do all origins need to be available in every world; most worlds actually only have one to three different origins.

Example of Origin Divides

Here are some examples how a power divide can be set up in different worlds.

  • All origins can be divided against each other, creating a very labile situation. It is every origin for itself and no collaboration between different power groups is likely. It might even be a general war between origins.
  • An origin can be divided against itself. For example, two Religions of incompatible origins might exist in the same world and be divided against each other. This is not the same as dualism, when religions are hostile to each other but have the same basic idea about how divinity works, this is two entirely incompatible explanations of the world.
  • Technology can stand apart from all the other origins, science and physics against mystical powers.
  • Magic and Religion might be opposed. In this situation magic is seen as a heresy, and magicians and priests often war openly. The same can be true of religion versus the other origins. Again, be careful to separate schisms (that hate each other but are not power divided) from real power divides that require entirely separate world-views.
  • Psi and everything else. Sometimes psi is seen as a hive-mind, a communal organism that infects sentient creatures, at odds with all individual achievement and liberty.
  • Gifts is often tied to one or more of the other origins. In some worlds Gifts is tied to Magic and then has the same opposed origins as Magic. In effect, the two origins are the same, and many creatures might have been created by magic.
  • The power divide between other origins might run trough the middle of the Gift origin. In this case, some creatures are tied to one origin, others to another, and the two kinds are completely different and their powers are incompatible.

Effects of Power Divide

Origins that are opposed like this cannot affect each other; they cannot dispel or otherwise modify each other with Meta Powers. It is as if powers of an opposing origin was a schtick and completely mundane.

In some cases it is still possible to affect powers of a divided origin that uses the same form. Analyze powers tied to forms, for example, tend to permit such cross-divide analysis. In this case, it is understanding of the form and of objects of the form that gives insights into the effects such an object are under. The other form is still incomprehensible to you.

Characters and Divided Origins

Characters generally cannot learn multiple divided origins. Using powers of one origin precludes the use of powers of a divided origin. It might be allowed with special GM dispension, but works quite poorly. Each origin needs a completely separate Tradition, with its own Methods. All Powers and Forms need to be learnt separately for each origin. In sort, mixing divided powers in one character is not recommended.

Combination Stance

Stance

A Chi practitioner has trained combinations of stances that he can swiftly switch between.

First, all currently active stances you are using. Then select up to three stances that you know when you use this power. These three stances activate, just as if you had spent shots to activate each of them.

Internal Power

Inherent

Any powers that affects you cannot be detected at range. Powers that specifically look for other powers will fail unless the searcher is actually touching you. You can choose not to hide certain powers.

Power Imitation

Basic Action

Make an opposed Maneuver check against a creature you have seen using a power. If successful, you can use that same power for the rest of the scene. You can only imitate one power at a time in this way.

Self Focus

Trigger Action (Focus)

You can focus anytime, but you can only use this with Limit Breaks that affect yourself and no-one else.

Suppress Aura

Inherent

When you are Sneaking or are otherwise unnoticed, you cannot be perceived by Spot powers unless your enemy beats your Maneuver with his Spot roll. You still cannot sneak in conditions you ordinarily couldn't, such as in plain sight, unless you have other powers or make appropriate stunts.

Weight of the World

Stance

You become effectively weightless, trowing off the shackles of the material world. You can walk on any surface, no matter how thin. You ignore obstructions such as difficult terrain, brambles, and webs. You can fly at your normal speed, but land at the end of each round.