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

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<noinclude>{{Action Power Templates}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{tocright}}</noinclude>
  
=== Alternate Self ===
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=== Beast Cloak ===
Limit Break
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Basic Action
 
 
You have an alternate persona you can change to. This alternate persona is built like a normal character; you effectively have two different roles you can play. Each needs this power, or the change is one-way. Shticks that affect your background should generally be shared as well.
 
  
You can take this power several times, for different alternate selves. If you do so, each such power must be specified as to which persona it changes you into. It is generally easiest to have each form able to change into each other form, but it is also possible to have other setups. Examples: A "true" form from which you can change into any of a set of alternate forms, each of which can only change to the true form. A circle of forms, where each can only change into one other, with the final one changing back into the first. And so on.
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You can assume the form of an animal similar to yourself in size, as decided when you use the power. This does not change any of your skills or ability scores, but you gain a natural [[Melee (Action)|Melee]] attack doing [[Body (Action)|Body]] +2 damage of an appropriate type.
  
=== Instant Change ===
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=== Bestial Self ===
Basic Action
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Limit Beak
  
You can assume a mundane form (normally human) and back again. This is tied to the [[Methods (Action)#Mark of Power| Mark of Power]] method.
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You free your inner monstrous nature. You must build a monstrous variant for for yourself on the same point total. This is usually a hulking monstrosity, but is some cases it can be small and stealthy. It is never [[Folk_(Action_Creatures)|Folk]] or [[Animals_(Action_Creatures)|Animal]].
  
=== Insubstantial Form ===
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The bestial self and you share [[Damage_(Action)#Hits|Hits]] and [[All_Attributes_%28Action%29#Fortune|Fortune]] points. When the bestial self runs out of  [[Damage_(Action)#Hits|Hits]], it runs away until it gets away or until it has taken [[Damage_(Action)#Hits|Hits]] equal to your [[Body (Action)|Body]], which causes it to be defeated. After successfully running away, when defeated, or at the end of the scene, you transform back into your normal form. Any hits and other effect taken remain with you, possibly leaving you unconscious.
Stance
 
  
You are not fully material. [[Damage_Types_(Action)#Physical|Physical]] attacks find it very hard to do damage to you, doing damage based on the attacker's spirit rather than brute forcs. Such attacks do damage equal to the [[Mind (Action)|Mind]] of the attacker. Physical damage that is not directed by a creature, such as that caused by mechanical traps or accidents, lacks a spiritual component and does not hurt you at all.  
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Your bestial self is different enough that observers will not recognize you without some stunt. The transformation is shocking and distracting, which protects your identity; your normal form is assumed to be hiding or to have run away by casual observers.
  
A power such as [[Earth_(Action_Powers_Form)#True_Earth|True Earth]] that prevents resist powers from working also prevents Insubstantial Form from working.
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=== Duplication ===
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Limit Break
  
This is often coupled with the [[Deviance_(Action)#Incorporeal|Incorporeal]] limitation.
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You create a copy of yourself.
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This copy is a separate creature and has the same skills, attributes, and schticks you do, but is not [[Actions_(Action)#Focus|Focused]] and
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lacks [[Hit (Action)|Hits]] and [[Fortune (Action)|Fortune]] points. Whenever the duplicate spends one of these resources, you spend that resource instead. As an alternative, the Duplicate is defeated.
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When you use this power, make an [[Actions_(Action)#Initiative|Initiative]] check to see when it can act, but this can never be earlier than the current shot.
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At the end of the scene you absorb the duplicate, only in exceptional circumstances will it remain a separate creature as required in the plot.
  
 
=== Mutation ===
 
=== Mutation ===
 
Inherent
 
Inherent
  
Pick one stance of the [[Gifts Origin (Action)|Gifts Origin]]. Your body mutates to accommodate this power, and it becomes inherent, always on, and a part of your body. This often changes your physical appearance and works well with the [[Methods (Action)#Mark of Power| Mark of Power]] method.  
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Pick one Stance power. Your body mutates to accommodate this power, and it becomes inherent, always on, and a part of your body. This often changes your physical appearance and works well with the [[Methods (Action)#Mark of Power| Mark of Power]] method.
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You can take this power several times, each time it applies to a separate power that is a stance.
  
The stance affected by Mutation is considered a [[Powers_(Action)|Power]] of your [[Power_Rules_(Action)#Tradition|Tradition]] even if it normally is not. If your powers fail for some reason, so does any stances maintained by Mutation; they cannot be used as ordinary stances.
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=== Ride the Blast ===
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Trigger Action (Combo)
  
You can take this power several times, each time it applies to a separate power.
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When you hit a target using a [[Blast_(Action_Powers_Technique)|Shoot]], you can use this power to [[Teleport (Action)|Teleport]] to a spot adjacent to the target.

Latest revision as of 14:08, 3 September 2021

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Templates for Action

Beast Cloak

Basic Action

You can assume the form of an animal similar to yourself in size, as decided when you use the power. This does not change any of your skills or ability scores, but you gain a natural Melee attack doing Body +2 damage of an appropriate type.

Bestial Self

Limit Beak

You free your inner monstrous nature. You must build a monstrous variant for for yourself on the same point total. This is usually a hulking monstrosity, but is some cases it can be small and stealthy. It is never Folk or Animal.

The bestial self and you share Hits and Fortune points. When the bestial self runs out of Hits, it runs away until it gets away or until it has taken Hits equal to your Body, which causes it to be defeated. After successfully running away, when defeated, or at the end of the scene, you transform back into your normal form. Any hits and other effect taken remain with you, possibly leaving you unconscious.

Your bestial self is different enough that observers will not recognize you without some stunt. The transformation is shocking and distracting, which protects your identity; your normal form is assumed to be hiding or to have run away by casual observers.

Duplication

Limit Break

You create a copy of yourself. This copy is a separate creature and has the same skills, attributes, and schticks you do, but is not Focused and lacks Hits and Fortune points. Whenever the duplicate spends one of these resources, you spend that resource instead. As an alternative, the Duplicate is defeated. When you use this power, make an Initiative check to see when it can act, but this can never be earlier than the current shot. At the end of the scene you absorb the duplicate, only in exceptional circumstances will it remain a separate creature as required in the plot.

Mutation

Inherent

Pick one Stance power. Your body mutates to accommodate this power, and it becomes inherent, always on, and a part of your body. This often changes your physical appearance and works well with the Mark of Power method.

You can take this power several times, each time it applies to a separate power that is a stance.

Ride the Blast

Trigger Action (Combo)

When you hit a target using a Shoot, you can use this power to Teleport to a spot adjacent to the target.