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

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(Dream Agent)
 
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<noinclude>{{Action Power Templates}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{tocright}}</noinclude>
  
=== Dream Agent ===
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=== Fetish ===
Limit Beak
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Finisher
  
You free an inner creature to act as your spirit agent while you sleep. You must build a variant for for yourself as a [[Creature_Rules_(Action)#Henchman|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 stealth, but some are hulking guardians instead.
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This power binds a [[Creatures_(Action)#Gifted | Gifted]] creature into an object, creating an [[Items_(Action)|Item]] of power.
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The creature must be willing or [[Gifts_(Action_Powers_Form)#Debt_of_Service|bound]] and you must know its [[True Name (Action)|True Name]].
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The creature does not need to breathe, eat, or drink while in a fetish, nor does it age.
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It is possible to communicate with the creature when holding the fetish.
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Breaking the object frees the creature.
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The [[Items_(Action)|item]] gains a number of [[Items_(Action)#Item_Schticks|Item Schticks]] and [[Items_(Action)#Item_Limitations|Item Limitations]] equal to the creature's highest skill value -10.  
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You have some influence over the selection of powers, but what [[Items_(Action)#Item_Schticks|Item Schticks]] and [[Items_(Action)#Item_Limitations|Item Limitations]] the item gains depends most on the creature bound to the fetish. You can add additional powers to the item, or remove limitations, by investing experience points and using the [[Items_(Action)|item]] rules.
  
''Indigo learns this power and gains the power to create a dream agent in the form of a blue-winged fairy. Others she uses this power on will also become fairies, but faeries of different color and with some difference in powers and skills.''
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=== Gift Circle ===
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Trigger Action (Combo)
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When you are using another power that usually only affects yourself, you can trigger this power to have it affect to your [[Mind (Action)|Mind]] creatures who are touching. If you can form a chain of hands to affect creatures adjacent to other targets. The power will affect everyone in the chain as long as you continue to touch one another (remain adjacent) or until the effect would normally end.
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You can only share one power at a time this way. You can take this power multiple time, this allows you to share a number of powers equal to the number of times you picked this power.
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{{:Meta Power (Action)}}
  
While you use this power, your body remains asleep and will not awaken by itself. It can be forcibly awoken by shaking it forcefully (a standard action) in which case the power ends and the dream agent disappears. After about a day, the body will start to show signs of deprivation, which also affects the dream agent. The dream agent and you shares [[Damage_(Action)#Hits|Hits] and [[http://hastur.net/wiki/All_Attributes_%28Action%29#Fortune|Fortune]] points. When the dream agent runs out of hits,it disappears and you awake rudely as if from a bad dream. Effects don't otherwise transform from you to your dream agent or vice-versa.
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=== Gift of Blood ===
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Limit Break
  
You can learn this power several times to learn to create several different kinds of dream agents. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as [[All_Attributes_(Action)#Form_Mastery|Form Mastery]] or [[Magic_(Action_Powers_Form)#Spell_Preparation|Spell preparation]]. Each time you temporarily gain this power, you transform into the same type of creature.
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You spill some of your blood, either drunk directly by another or into a container to be stored.
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Blood so stored will not coagulate.
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This functions as a [[Gizmos (Action)|Gizmo]] storing one of your powers for use by others.
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You can only have one [[Gizmos (Action)|Gizmo]] made by Gift of Blood in existence at any one time. This limit can be extended by taking the power several times.
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At the end of a story, all the [[Gizmos (Action)|Gizmos]] you made this way are destroyed unless they become someone's [[Gimmicks_(Action)|Gimmicks]].
  
=== Gift Circle ===
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=== Invoke Elements ===
Trigger Action
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Limit Break
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You call on elemental spirits to transform a place. This makes the place you are in go feral, as if abandoned by all [[Folk_(Action_Creatures)|Folk]] and not maintained for 100 years.
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Manufactured objects with [[Body (Action)|Body]] equal or less than your [[Mind (Action)|Mind]] are reduced to dirt and [[Body (Action)|Body]] equal or less than your [[Create (Action)|Create]] are ruined and stop working, but keep their basic form. This has no effect on items of power or on creatures of any kind or the objects they carry.
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In a highly artificial area, such as inside a building or a city street, you affect an area with a diameter equal to your [[Mind (Action)|Mind]] and the effect is blocked by walls. In an natural area or an area of only moderate development, such as a field or village, the effect is a radius equal to your [[Create (Action)|Create]] in meters and is not stopped by walls.
  
When you are using another power that usually only affects yourself, you can trigger this power to have it affect another person who are touching you. If you do this for several people, you can form a chain of hands together. The power will affect everyone in the chain as long as you continue to touch one another (remain adjacent) or until it ends normally.
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=== Spirit Binding ===
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Finisher
  
{{:Meta Power (Action)}}
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This power binds a supernatural creature ({{:Supernatural Creature Types (Action) }}), making it harmless. 
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The creature does not need to breathe, eat, or drink while bound, nor does it age. It can use its powers, but only on voluntary recipients; an unwilling target is automatically immune. It cannot use powers on itself.
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It is considered to be on a different plane for the purpose of [[Template:Summon (Action Powers)|Summon]] powers, but can only be summoned by a creature holding the binding object.
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A bound creature turns into a small object relevant to its background.
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Art objects, gems, clothing, tools, and weapons are common.
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Powerful creatures become larger and  more distinguished objects.
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The binding object functions as the creature's [[True Name (Action)|True Name]] as long as you carry the object.
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Spirit Binding can be broken by destroying the object, summoning the creature and then ordering it to be free, or broken like a [[Curse (Action)|Curse]].
  
=== Gift of the Gift ===
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=== Grant Wish ===
 
Limit Break
 
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 [[Power_Rules_(Action)#Tradition|Tradition]] before, he inherits your [[Power_Rules_(Action)#Tradition|Tradition]] and all your [[Methods (Action)|Methods]] while Gift of the Gift is running.
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You can grant a wish from someone who is [[Folk (Action)|Folk]].
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Such a wish can grant most material things, including objects and physical powers.
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The person gives up one [[Fortune (Action)|Fortune Point]] that you gain. If this takes over your normal maximum, you must immediately spend the point on a roll for this power.
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This works like [[Flux_(Action_Powers_Form)#Wish|Wish]] except that you can only grant other's wishes.
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The wishes need to genuinely be their own and not coerced, but you have a certain freedom of misinterpretation, particularly if they add conditions or reservations to their wish. A simple straightforward wish is harder to corrupt.
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If the wish relates to raw physical matter or to powers that deal with bodily changes or the ability to manipulate matter, your [[Create (Action)|Create]] roll is [[Routine (Action)|Confident]].
  
{{:Meta Power (Action)}}
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''The metaplot behind this power is that ethereal beings have poor imagination. They need the imaginative input from [[Folk (Action)|Folk]]. The person gets their wish granted, but there is a slight cost in that their imagination gets a little bit dulled, manifested as the cost of a point of [[Fortune (Action)|Fortune Point]].

Latest revision as of 10:26, 4 June 2023

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Templates for Action

Fetish

Finisher

This power binds a Gifted creature into an object, creating an Item of power. The creature must be willing or bound and you must know its True Name. The creature does not need to breathe, eat, or drink while in a fetish, nor does it age. It is possible to communicate with the creature when holding the fetish. Breaking the object frees the creature. The item gains a number of Item Schticks and Item Limitations equal to the creature's highest skill value -10. You have some influence over the selection of powers, but what Item Schticks and Item Limitations the item gains depends most on the creature bound to the fetish. You can add additional powers to the item, or remove limitations, by investing experience points and using the item rules.

Gift Circle

Trigger Action (Combo)

When you are using another power that usually only affects yourself, you can trigger this power to have it affect to your Mind creatures who are touching. If you can form a chain of hands to affect creatures adjacent to other targets. The power will affect everyone in the chain as long as you continue to touch one another (remain adjacent) or until the effect would normally end. You can only share one power at a time this way. You can take this power multiple time, this allows you to share a number of powers equal to the number of times you picked this power.

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.

Gift of Blood

Limit Break

You spill some of your blood, either drunk directly by another or into a container to be stored. Blood so stored will not coagulate. This functions as a Gizmo storing one of your powers for use by others. You can only have one Gizmo made by Gift of Blood in existence at any one time. This limit can be extended by taking the power several times. At the end of a story, all the Gizmos you made this way are destroyed unless they become someone's Gimmicks.

Invoke Elements

Limit Break

You call on elemental spirits to transform a place. This makes the place you are in go feral, as if abandoned by all Folk and not maintained for 100 years. Manufactured objects with Body equal or less than your Mind are reduced to dirt and Body equal or less than your Create are ruined and stop working, but keep their basic form. This has no effect on items of power or on creatures of any kind or the objects they carry.

In a highly artificial area, such as inside a building or a city street, you affect an area with a diameter equal to your Mind and the effect is blocked by walls. In an natural area or an area of only moderate development, such as a field or village, the effect is a radius equal to your Create in meters and is not stopped by walls.

Spirit Binding

Finisher

This power binds a supernatural creature (Fairies, Epitomes, Gifted, and Strange), making it harmless. The creature does not need to breathe, eat, or drink while bound, nor does it age. It can use its powers, but only on voluntary recipients; an unwilling target is automatically immune. It cannot use powers on itself. It is considered to be on a different plane for the purpose of Summon powers, but can only be summoned by a creature holding the binding object. A bound creature turns into a small object relevant to its background. Art objects, gems, clothing, tools, and weapons are common. Powerful creatures become larger and more distinguished objects. The binding object functions as the creature's True Name as long as you carry the object. Spirit Binding can be broken by destroying the object, summoning the creature and then ordering it to be free, or broken like a Curse.

Grant Wish

Limit Break

You can grant a wish from someone who is Folk. Such a wish can grant most material things, including objects and physical powers. The person gives up one Fortune Point that you gain. If this takes over your normal maximum, you must immediately spend the point on a roll for this power. This works like Wish except that you can only grant other's wishes. The wishes need to genuinely be their own and not coerced, but you have a certain freedom of misinterpretation, particularly if they add conditions or reservations to their wish. A simple straightforward wish is harder to corrupt. If the wish relates to raw physical matter or to powers that deal with bodily changes or the ability to manipulate matter, your Create roll is Confident.

The metaplot behind this power is that ethereal beings have poor imagination. They need the imaginative input from Folk. The person gets their wish granted, but there is a slight cost in that their imagination gets a little bit dulled, manifested as the cost of a point of Fortune Point.