Difference between revisions of "Summon Fey (Action Powers)"

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=== Doom ===
 
Basic Action
 
 
You can [[Curse (Action)|Curse]] another creature, becoming the doom of that creature's existence with an opposed [[Impress (Action) | Impress]] roll. If an attempt fails, that creature is immune to your doom for a year and a day. You can doom several creatures simultaneously, but each requires a separate use of this ability. You can release your Doom voluntarily, but only at the end of a play session. It can also be removed as a [[Curse (Action)|Curse]].
 
 
You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated.
 
 
 
=== Duplication ===
 
=== Duplication ===
 
Limit Break
 
Limit Break

Revision as of 13:31, 5 April 2017

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Main article: Powers (Action)

Duplication

Limit Break

You split into two identical creatures. You share the same shot counter and fortune pool; each duplicate does the same actions but does so separately and moves separately, up to Mind meters apart. Only one duplicate can perform Limit Breaks each round. When one of you is hit, you can decide to either take the damage normally or have the duplicate that was hit disappear. All but one duplicate disappears at the end of the scene. The last duplicate left is considered "you", the original, there is no difference between the duplicates while they are active.

You can take this power multiple times, gaining a number of additional selves equal to the number of power picks.

Faerie Constitution

Inherent

Faerie Constitution is a rule similar to Faerie Law that is linked to a blessing making the land rich and bountiful. Instead of cursing the one who breaks the law, breaking a Faerie Constitution brings a Curse on the land and its people, rapidly turning it into a nightmare wasteland inhabited by malicious creatures.

Faerie Law

Inherent

You institute a law that applies to locale where you are the acknowledged master. The stronger your social position, the larger this area is. You just announce the law very publicly, but can do so in a mysterious way or withhold certain details. You normally have only one faerie law running at any time. You can bye the power multiple times to institute several fairy laws in different locations. If a faerie law you instituted is negated, you can institute a new (but not the same law again) one after a year and a day. If you lose control of the location, the law still persists.

Faerie Law is considered a Curse on the locale and can be broken as such, removing the law. The way to break the curse always resonates with the law, often demanding the law is broken and the consequences challenged or remedied or a challenge against the current owner of the land. The forbidden act is often a common thing such as eating meat pies of a Friday or entering and leaving a building by the same door. A creature breaking this law is automatically punished by a Finisher chosen when the law is instituted. You cannot negate this punishment; once the law is instituted, it applies to all, even your friends and allies.

Some faerie laws demand actions rather than forbid them, but exact rules for such laws must be individually crafted by the GM, often as the core plot of an adventure.

A creature in the area of a faerie law is allowed an opposed Know roll against you. If the roll fails, he has heard of the law but only as a vague rumor; his actions are likely to be very cautious and superstitious. If the roll succeeds, he knows the letter of the law.