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

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m (→‎Spell Preparation: Meta Power)
m (→‎Animate Object: If the animating force is defeated you cannot animate this object again this scene.)
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Animate an object you can see up to [[Create (Action)|Create]] meters away and weighting no more than [[Mind (Action)|Mind]] kilos. If the object is attended, it takes an opposed [[Create (Action)|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 (Action)|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 (Action)|Reflexes]] it suffers both results.
 
Animate an object you can see up to [[Create (Action)|Create]] meters away and weighting no more than [[Mind (Action)|Mind]] kilos. If the object is attended, it takes an opposed [[Create (Action)|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 (Action)|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 (Action)|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 (Action)|Toughness]], but if the animating force is defeated you cannot animate this object again this scene.
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The animating force has a score of 2 in all attributes and uses your skills. If the animating force is defeated you cannot animate this object again this scene. 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 (Action)|Toughness]].
  
 
=== Runetrap ===
 
=== Runetrap ===

Revision as of 16:08, 24 September 2015

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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. If the animating force is defeated you cannot animate this object again this scene. 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.

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.

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.

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.