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

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m (→‎Spell Preparation: {{:Origin Divide (Action)}})
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Limit Break
 
Limit Break
  
You must have the [[Magic_Origin_(Action)|Magic]] origin to use this power. Use Spell Preparation to prepare any one power you do not know, but whose [[Forms and Techniques (Action Powers)|Form]] you do know. You can now use the prepared power at any time, but only once. If the power is a stance or inherent, you can continue to keep it up for one scene (or as long as it makes sense). If you prepare a new power, you lose the previously prepared one.
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Use Spell Preparation to prepare any one power you do not know, but whose [[Forms and Techniques (Action Powers)|Form]] you do know. You can now use the prepared power at any time, but only once. If the power is a stance or inherent, you can continue to keep it up for one scene (or as long as it makes sense). If you prepare a new power, you lose the previously prepared one.
  
 
This power can be taken several times; each time lets you prepare one additional power or one additional use for a power you have already prepared. It is considered normal to start with a spell prepared for use with this power.
 
This power can be taken several times; each time lets you prepare one additional power or one additional use for a power you have already prepared. It is considered normal to start with a spell prepared for use with this power.
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{{:Origin Divide (Action)}}
  
 
===Sustaining===
 
===Sustaining===

Revision as of 11:03, 3 October 2012

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Main article: Powers (Action)

Animate Object

Basic Action

Animate an object you can see up to Create meters away and weighting no more than Mind kilos. If the object is attended, it takes an opposed Create roll to animate it. The only thing you can do to a held or worn object is to attempt to dislodge it; make an opposed Create roll. On a success the holder of the object must either let go of it or loose three shots; on an Outcome matching its Reflexes it suffers both results.

The animating force has a score of 2 in all attributes and uses your skills. It can hover at about 1 m height or slither and skitter along and move as if manipulated by hand as long as some part of it is resting on another solid object. It has no separate initiative and only acts on your actions. The object itself retains its ordinary (Toughness, but if the animating force is defeated you cannot animate this object again this scene.

Runetrap

Limit Break

You write a line of script or runes on an object and select a Finisher you can use. This writing is obvious but innocolous; it can be hidden as decoration or as a part of a written text. You also set a simple condition when the runes will trigger, such as "when it changes ownership for the third time", "when it comes into the possession of Fred Fod", or "on Apirl 1st". A runetrapped object must be accepted or picked up; you cannot plant it on somebody, but anyone holding and using the object is considered to have accepted it. When triggered, the finisher affects the current holder or owner of the object. If no-one has accepted the object, the creator is considered the owner.

The runetrap is a Trap and can be recognized for what it is with a Scan stunt, and if it is, it can be dispelled normally. If the object is destroyed, the runetrap fixes on the last owner and the condition and potential Finisher applies to him only, but the power can still be dispelled.

Spell Preparation

Limit Break

Use Spell Preparation to prepare any one power you do not know, but whose Form you do know. You can now use the prepared power at any time, but only once. If the power is a stance or inherent, you can continue to keep it up for one scene (or as long as it makes sense). If you prepare a new power, you lose the previously prepared one.

This power can be taken several times; each time lets you prepare one additional power or one additional use for a power you have already prepared. It is considered normal to start with a spell prepared for use with this power.


In some campaign worlds there is a strong divide among certain origins. Check with your GM for what applies in your campaign. This is especially common when different world-views collide. This is specific to each campaign world and has to do with how powers work. Divided powers are completely different and incompatible; philosophy, mechanics, physics; everything works differently to opposed powers.

Note that not all worlds have a power divide. In many campaigns all powers are one on an essential level, and all power origins are in compatible. Nor do all origins need to be available in every world; most worlds actually only have one to three different origins.

Example of Origin Divides

Here are some examples how a power divide can be set up in different worlds.

  • All origins can be divided against each other, creating a very labile situation. It is every origin for itself and no collaboration between different power groups is likely. It might even be a general war between origins.
  • An origin can be divided against itself. For example, two Religions of incompatible origins might exist in the same world and be divided against each other. This is not the same as dualism, when religions are hostile to each other but have the same basic idea about how divinity works, this is two entirely incompatible explanations of the world.
  • Technology can stand apart from all the other origins, science and physics against mystical powers.
  • Magic and Religion might be opposed. In this situation magic is seen as a heresy, and magicians and priests often war openly. The same can be true of religion versus the other origins. Again, be careful to separate schisms (that hate each other but are not power divided) from real power divides that require entirely separate world-views.
  • Psi and everything else. Sometimes psi is seen as a hive-mind, a communal organism that infects sentient creatures, at odds with all individual achievement and liberty.
  • Gifts is often tied to one or more of the other origins. In some worlds Gifts is tied to Magic and then has the same opposed origins as Magic. In effect, the two origins are the same, and many creatures might have been created by magic.
  • The power divide between other origins might run trough the middle of the Gift origin. In this case, some creatures are tied to one origin, others to another, and the two kinds are completely different and their powers are incompatible.

Effects of Power Divide

Origins that are opposed like this cannot affect each other; they cannot dispel or otherwise modify each other with Meta Powers. It is as if powers of an opposing origin was a schtick and completely mundane.

In some cases it is still possible to affect powers of a divided origin that uses the same form. Analyze powers tied to forms, for example, tend to permit such cross-divide analysis. In this case, it is understanding of the form and of objects of the form that gives insights into the effects such an object are under. The other form is still incomprehensible to you.

Characters and Divided Origins

Characters generally cannot learn multiple divided origins. Using powers of one origin precludes the use of powers of a divided origin. It might be allowed with special GM dispension, but works quite poorly. Each origin needs a completely separate Tradition, with its own Methods. All Powers and Forms need to be learnt separately for each origin. In sort, mixing divided powers in one character is not recommended.

Sustaining

Limit Break

You can extend the duration of any one power that is already in effect to last a whole session. Does not apply to stances. The power can still be dispelled (It now counts as a Limit break for dispel purposes) or end in some other way that does not involve its duration running out.