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

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=== Game of Fate ===
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Basic Action
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Use this power when you challenge someone to a game or contest; you must announce this so that all understand the conditions, tough they need not take you seriously at this point. Pick a power you know that can affect a single person, including a Limit Break or Trigger Action (Finisher). After the contest is resolved, the winner of the game can immediately use this power either on himself or on the loser. In a team sport, the winning team champion choose one target among the contestants.
  
 
=== Jam ===
 
=== Jam ===
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You can make a piece of machinery inoperable by introducing chaos to the orderly device. The difficulty is the operator's skill rating or the device's [[Body (Action)|Body]]. Each point of outcome means the device is inoperable for one shot; the operator loses these shots. Outcome matching the machine's or operators [[Reflexes (Action)|Reflexes]] means the machine breaks down and needs repairs.
 
You can make a piece of machinery inoperable by introducing chaos to the orderly device. The difficulty is the operator's skill rating or the device's [[Body (Action)|Body]]. Each point of outcome means the device is inoperable for one shot; the operator loses these shots. Outcome matching the machine's or operators [[Reflexes (Action)|Reflexes]] means the machine breaks down and needs repairs.
 
=== Lucky Break ===
 
Basic Action
 
 
You create a burst of luck and imbue it into a creature. That creature gains a Fortune point, that must be spend before the ed of the round.
 
  
 
=== Up the Ante ===
 
=== Up the Ante ===

Revision as of 12:35, 10 February 2010

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Templates for Action
Main article: Powers (Action)

Game of Fate

Basic Action

Use this power when you challenge someone to a game or contest; you must announce this so that all understand the conditions, tough they need not take you seriously at this point. Pick a power you know that can affect a single person, including a Limit Break or Trigger Action (Finisher). After the contest is resolved, the winner of the game can immediately use this power either on himself or on the loser. In a team sport, the winning team champion choose one target among the contestants.

Jam

Basic Action

You can make a piece of machinery inoperable by introducing chaos to the orderly device. The difficulty is the operator's skill rating or the device's Body. Each point of outcome means the device is inoperable for one shot; the operator loses these shots. Outcome matching the machine's or operators Reflexes means the machine breaks down and needs repairs.

Up the Ante

Basic Action

You invoke a large amount of raw flux in somebody. The next die roll that creature makes is treated as a boxcars result, resulting in either a critical success or a fumble depending on whether the intended action failed or succeeded.

Wish

Limit Break

You create a wild flux of magic and attempt to shape it by the force of your own will. The results are spectacular but not always what you want them to be. You make a short sentence explaining your wish. The GM then interprets this, depending on your power skill roll and how outrageous the demand is. Anything normally possible to powers is certainly within the scope of a wish, and outrageous effects outside the scope of the normal rules may be granted, based on the GMs whim and your skill roll.

There seems to be an equalizer effect to wishes. If you have been successful and fortunate lately, wishes usually backfire. If you have been unlucky and suffered numerous setbacks lately, they often go well. This is just a tendency though, not a law.

A Wish can be used to explain some outrageous new ability and how it fits into the story, but such abilities must still follow normal rules be paid for normally.

World Flux

Limit Break

You can make the world around you seem to become mad: straight surfaces twist, distances change and even directions seem to reverse themselves. The area effected is a diameter equal to your power skill checkn result. Most actions taken here fail, but some succeed spectacularly.

Any action in, through or into the area is affected. Roll an additional die. If this die comes up 1-3, the action fails. If it comes up 4 or higher, add it to the Action Result just as if it had been a Fortune die.