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

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Limit Break
 
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 (Action)|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.
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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 (Action)|Mind]] meters apart. Only one duplicate can perform Limit Breaks each round.  
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When one of you is subject to an effect, you can decide to either suffer the effect normally on all duplicates, or have the duplicate that was the target 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.
 
You can take this power multiple times, gaining a number of additional selves equal to the number of power picks.

Revision as of 09:17, 14 May 2018

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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 subject to an effect, you can decide to either suffer the effect normally on all duplicates, or have the duplicate that was the target 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.

Fairy Geas

Finisher

For the crime of watching the forest queen and her maids dance you must always join any dance you see, until you have danced with a maid of each of the 12 tribes of Ollin.

You Curse the target with a Geas, a condition he must obey and fulfill or suffer a Finisher you choose when you inflict the geas. If the target actively works against the purpose of the geas, or if he fails to try and fulfill the geas for an entire week, he suffers the selected Finisher. The more demanding the geas is, the easier the Curse is to break. The exception is that a geas linked to the target's earlier actions, making for poetic justice, can be incredibly hard to break. If the target accepts the geas and ceases trying to have it removed, it counts as a Limitation and gives the target extra points.

Fairy 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.

Fairy 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 must announce the law very publicly, but can do so in a mysterious way or withhold certain details. 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.

You normally have only one faerie law running at any time. You can buy 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 plot of an adventure.