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

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Trigger Action (Finisher)
 
Trigger Action (Finisher)
  
You can shape living bodies, changing their exact form within the norms of their species, or grafting dead body parts onto them. Finally, it can be used to repair and animate dead bodies, making them living automatons. It is generally hard to restore a creature changed by Fleshcraft; it is considered a [[Curse (Action)|Curse]]. Of course, further applications of Fleshcraft can give the semblance of a cure.
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You can shape living bodies, changing their exact form within the norms of their species, or grafting dead body parts onto them. It is generally hard to restore a creature changed by Fleshcraft; it is considered a [[Curse (Action)|Curse]]. Of course, further applications of Fleshcraft can give the semblance of a cure.
  
'''Cosmetic Change''': Perhaps the most common way, this is used to create a permanent disguise or disfigurement, or simply to appease the target's vanity. Depending on the way this is done, you can give move points between the the target's [[Presence (Action)|Presence]] and [[Charm (Action)|Charm]] skills (but not below default values).  
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'''Cosmetic Change''': Perhaps the most common way, this is used to create a permanent disguise or disfigurement, or simply to appease the target's vanity. Depending on the way this is done, you can move points between the the target's [[Presence (Action)|Presence]] and [[Charm (Action)|Charm]] skills (but not below default values).  
  
 
'''Changing Form''': You can change the target, making him or her thin or obese, harmoniously proportioned or a monster. This allows you to rearrange the targets attributes within the norms of his species. You can make the target frail and uncoordinated (down to [[Body (Action)| Body]] and [[Reflexes (Action)|Reflexes]] 3 for a human, but you cannot increase the targets attribute total.
 
'''Changing Form''': You can change the target, making him or her thin or obese, harmoniously proportioned or a monster. This allows you to rearrange the targets attributes within the norms of his species. You can make the target frail and uncoordinated (down to [[Body (Action)| Body]] and [[Reflexes (Action)|Reflexes]] 3 for a human, but you cannot increase the targets attribute total.
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'''Grafting''': You can attach an alien body part to a creature. This is most often done to impart some new shtick or schticks, usually a [[Gifts (Action Powers Form)#Mutation|Mutation]]. This places great strain on the patient's body and sanity; for each mutation so grafted, the patient loses one point from an attribute of his choice. The can be recovered by purchasing the mutations using experience points.
 
'''Grafting''': You can attach an alien body part to a creature. This is most often done to impart some new shtick or schticks, usually a [[Gifts (Action Powers Form)#Mutation|Mutation]]. This places great strain on the patient's body and sanity; for each mutation so grafted, the patient loses one point from an attribute of his choice. The can be recovered by purchasing the mutations using experience points.
  
'''Automatons''': Though the effects are different and you need to harvest, repair, and combine suitable body parts, the effects of creating an automaton is similar to that of the [[Transmute Life (Action Powers)#Crucible of Life |  Crucible of Life]] power.
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'''Automatons''': You can repair and animate dead bodies, making them living automatons.  Though the effects are different and you need to harvest, repair, and combine suitable body parts, the effects of creating an automaton is similar to that of the [[Transmute Life (Action Powers)#Crucible of Life |  Crucible of Life]] power.
  
 
=== Geneseed ===
 
=== Geneseed ===

Revision as of 11:56, 13 March 2008

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Main article: Powers (Action)

Cure Ailment

Limit Break

This negates any biological damage; infection, neurotoxin or poison. It removes any lingering effect or future damage; it does not cure hits already taken. It also removes mundane infection, disease, and other ailments, but does not help against severe handicaps, curses, or disabilities. Some severe or plot-related ailments are considered curses and cannot be treated with this power, tough it does give the first step; information on what to do.

Cure Wounds

Trigger Action (Finisher)

You can cure wounds; like all Finishers, the patient must be either helpless or cooperative. You transform one wound into one Hit; either on you or on your patient can take the Hit thus generated. You can repeat this cure. The target is also stabilized.

Fleshcraft

Trigger Action (Finisher)

You can shape living bodies, changing their exact form within the norms of their species, or grafting dead body parts onto them. It is generally hard to restore a creature changed by Fleshcraft; it is considered a Curse. Of course, further applications of Fleshcraft can give the semblance of a cure.

Cosmetic Change: Perhaps the most common way, this is used to create a permanent disguise or disfigurement, or simply to appease the target's vanity. Depending on the way this is done, you can move points between the the target's Presence and Charm skills (but not below default values).

Changing Form: You can change the target, making him or her thin or obese, harmoniously proportioned or a monster. This allows you to rearrange the targets attributes within the norms of his species. You can make the target frail and uncoordinated (down to Body and Reflexes 3 for a human, but you cannot increase the targets attribute total.

Grafting: You can attach an alien body part to a creature. This is most often done to impart some new shtick or schticks, usually a Mutation. This places great strain on the patient's body and sanity; for each mutation so grafted, the patient loses one point from an attribute of his choice. The can be recovered by purchasing the mutations using experience points.

Automatons: You can repair and animate dead bodies, making them living automatons. Though the effects are different and you need to harvest, repair, and combine suitable body parts, the effects of creating an automaton is similar to that of the Crucible of Life power.

Geneseed

Trigger Action (Finisher)

You can induce pregnancy in a living creature. You can either take a genetic seed from the target, or impregnate the target with generic seed you carry; either your own or one you have previously taken from someone else. If the target is not normally capable of carrying a child (for example, because it is male), it will still develop a fetus, but will need special care or the fetus will abort in a few days.