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

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Stance
 
Stance
  
You do not suffer penalties for [[Damage (Action)#Wounds and Injury|Wounds]], and you can take one additional hot before being defeated. If you drop this stance while having taken more hits than you can normally do, you are knocked out.
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You do not suffer penalties for [[Damage (Action)#Wounds and Injury|Wounds]], and you can take one additional hit before being defeated. If you drop this stance while having taken more hits than you can normally do, you are knocked out.
  
 
=== Life Drain ===
 
=== Life Drain ===

Revision as of 13:22, 29 December 2009

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Main article: Powers (Action)

Blood Drain

Trigger Action (Finisher)

The target takes an additional Wound from this. Select one attribute of the target. If that attribute is higher than your score in the same attribute, you temporarily increase your own attribute by two points, but not to a value higher than the target's. The attribute boost lasts one day. You can only use Blood Drain once per day on any particular creature.


Death Attunement

Stance

You do not suffer penalties for Wounds, and you can take one additional hit before being defeated. If you drop this stance while having taken more hits than you can normally do, you are knocked out.

Life Drain

Trigger Action (Finisher)

You inflict a wound on your target, and recover either one Hit, one Fortune Point, or become Focused. If the target's Mind is the same or higher than your own, you can instead opt to become a year younger. You can only use Life Drain once per day on any particular creature.

Hibernation

Trigger Action

You can enter a state of suspended animation where you appear to be dead for all practical purposes. You can do this as a reaction to taking a hit; to all appearances, that hit killed you. It takes a Spot roll against your power skill to penetrate the deception; you register as dead to detection powers.

In this state, you cannot take actions, but you are aware of your surroundings, and you can continue to maintain stances. You automatically stabilize, you heal wounds at twice the normal rate, and you are immune to Biological Damage. You are helpless and have a Dodge of zero, but you get to subtract twice your powers skill from any damage you take. At the beginning of any round, you can decide to end the hibernation.

Steal Skill

Trigger Action (Finisher)

You inflict a wound on your target, and gain temporary access to one skill and two related schticks the victim had. For the duration of the current story, you can use his skill value instead of your own (if it is better) and learn two schticks related to that skill the target had. If you use this power a second time, the previously stolen skill is lost.

Undead Form

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on an Undead with this version of the power.