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

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Select an object you have created. You gain power over someone who owns, wears, or carries that object. Make an opposed [[Create (Action)|Create]] roll, ignoring range modifiers. On a success the target is overcome with a compulsion to cherish and protect the object. It will refuse to part with the object for one day per point of Outcome, and either carries the object around or secures it as well as it can, either hiding it or putting it under lock and key. If not carrying it, the creature will check on the object at least once per day. This is a [[Curse (Action)|Curse]].
 
Select an object you have created. You gain power over someone who owns, wears, or carries that object. Make an opposed [[Create (Action)|Create]] roll, ignoring range modifiers. On a success the target is overcome with a compulsion to cherish and protect the object. It will refuse to part with the object for one day per point of Outcome, and either carries the object around or secures it as well as it can, either hiding it or putting it under lock and key. If not carrying it, the creature will check on the object at least once per day. This is a [[Curse (Action)|Curse]].
  
You can only use this power once per session against a particular creature. Multiple applications do not stack; only the last use counts, and can cancel earlier uses of the power. If you this power it successfully a number of days in a row equal to the target's [[Mind (Action)|Mind]], you can use a [[Actions_(Action)#Finisher|Finisher]] against your target.
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You can only use this power once per session against a particular creature. Multiple applications do not stack; only the last use counts, and can cancel earlier uses of the power. If you use this power it successfully a number of days in a row equal to the target's [[Mind (Action)|Mind]], you can use a [[Actions_(Action)#Finisher|Finisher]] against your target.
  
 
=== Gift of the Gift ===
 
=== Gift of the Gift ===

Revision as of 20:04, 7 April 2018

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Main article: Powers (Action)

Dream Agent

Limit Beak

You free an inner creature to act as your spirit agent while you sleep. You must build a variant for for yourself as a henchman. This can be any type of creature, but is same each time you use this power. Others that you use the power on become the same general kind of creature you become, but each has their own exact attributes. Dream agents tend to be small and stealthy, but some are hulking guardians instead. You can learn this power several times to learn to create several different kinds of dream agents.

While you use this power, your body remains asleep and will not awaken by itself. It can be woken up by shaking it forcefully (a standard action) in which case the power ends and the dream agent disappears. Your body is not protected, but the power provides nourishment.

Fairy Craft

Limit Break

Select an object you have created. You gain power over someone who owns, wears, or carries that object. Make an opposed Create roll, ignoring range modifiers. On a success the target is overcome with a compulsion to cherish and protect the object. It will refuse to part with the object for one day per point of Outcome, and either carries the object around or secures it as well as it can, either hiding it or putting it under lock and key. If not carrying it, the creature will check on the object at least once per day. This is a Curse.

You can only use this power once per session against a particular creature. Multiple applications do not stack; only the last use counts, and can cancel earlier uses of the power. If you use this power it successfully a number of days in a row equal to the target's Mind, you can use a Finisher against your target.

Gift of the Gift

Limit Break

You give another creature the use of one of your powers. The gift lasts for a scene. If the target did not have a Tradition before, he inherits your Tradition and all your Methods while Gift of the Gift is running.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Glamor

Basic Action

You can turn objects into other objects that are similar in some way, shaping and weaving the matter of fairy. Wreaths of autumn leaves can be turned to golden jewelry, sticks to weapons or tools, an insect carapace into a suit of armor. Any transformation that would make sense to an imaginative 4 year old at play works. The result often looks ostentatious and unlikely, but works as well as a mundane object. Glamored objects may look and work like iron, but they never count as iron for the purpose of weaknesses.

In this way you can create personal gear at least one Tech Level less than the setting in general. If you do this in fairy, the result lasts until abandoned or discarded. If done in another plane, the item lasts for only a scene. Touching a glamored object with iron, or negating the power, reverses the transformation.

By repeated application of this ability it is possible to construct larger objects, such as vehicles or dwellings.

The difficulty is the Toughness of the item created or transmuted (whichever is higher).