Difference between revisions of "Wizard (Action Greyhawk)"

From Action
Jump to navigation Jump to search
m (→‎Methods: format)
m (tocLimit2)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
{{greyhawk action}}{{tocright|limit=3}}
+
{{greyhawk action}}{{tocright|limit=2}}
  
 
Wizardry is a gather-all for scholarly magic built on philosophical principles. It has a lore that must be learned to use magic, but this is mystical lore; it must not merely be memorized, but also understood on a deeper level that not all scholars are capable of.
 
Wizardry is a gather-all for scholarly magic built on philosophical principles. It has a lore that must be learned to use magic, but this is mystical lore; it must not merely be memorized, but also understood on a deeper level that not all scholars are capable of.
Line 9: Line 9:
 
A [[Wizard (Action Greyhawk)|Wizard]] or [[Sorcerer (Action Greyhawk)|Sorcerer]] can use an [[Implements (Action)|Implement]] to increase the damage of [[Blast_(Action_Powers_Technique)|Blast]] attacks.
 
A [[Wizard (Action Greyhawk)|Wizard]] or [[Sorcerer (Action Greyhawk)|Sorcerer]] can use an [[Implements (Action)|Implement]] to increase the damage of [[Blast_(Action_Powers_Technique)|Blast]] attacks.
  
= Powers =
+
== Powers ==
 
Wizardry powers comes in spells; distinct magical actions with a predictable effect. In theory, any sufficiently advanced mind should be able to grasp any spell. This is the wizardly ideal. In practice, wizards have powers and [[Form_(Action_Term)|Forms]], just like other power users. Many use the powers of the [[Magic_(Action_Powers_Form)|Magic]] along with knowledge of many other [[Form_(Action_Term)|Forms]] to broaden their repertoire but have a few stand-by spells (powers) from other [[Form_(Action_Term)|Forms]] they are so used to that they can be called on at will - these are the non-[[Magic_(Action_Powers_Form)|Magic]] powers they learn.
 
Wizardry powers comes in spells; distinct magical actions with a predictable effect. In theory, any sufficiently advanced mind should be able to grasp any spell. This is the wizardly ideal. In practice, wizards have powers and [[Form_(Action_Term)|Forms]], just like other power users. Many use the powers of the [[Magic_(Action_Powers_Form)|Magic]] along with knowledge of many other [[Form_(Action_Term)|Forms]] to broaden their repertoire but have a few stand-by spells (powers) from other [[Form_(Action_Term)|Forms]] they are so used to that they can be called on at will - these are the non-[[Magic_(Action_Powers_Form)|Magic]] powers they learn.
  
Line 34: Line 34:
 
* [[Space (Action Powers Form) | Space]]
 
* [[Space (Action Powers Form) | Space]]
  
= Origin =
+
== Origin ==
 
Wizards use [[Magic_Origin_(Action)|Magic]] with a scholarly bent, using their lore and fat spellbooks to find just the right spell for the right moment.
 
Wizards use [[Magic_Origin_(Action)|Magic]] with a scholarly bent, using their lore and fat spellbooks to find just the right spell for the right moment.
  
= Methods =
+
== Methods ==
 
Many of these methods are actually sub-schools of wizardry. For example, an astrologer would not consider himself a wizard. To him, astrology is a high art while wizardry is moldy book knowledge. Yet in [[Action]] terms astrology is a subtype of wizardry.
 
Many of these methods are actually sub-schools of wizardry. For example, an astrologer would not consider himself a wizard. To him, astrology is a high art while wizardry is moldy book knowledge. Yet in [[Action]] terms astrology is a subtype of wizardry.
 
{{ : Astrology (Action)}}
 
{{ : Astrology (Action)}}

Latest revision as of 14:58, 5 May 2018

ActionT4 logo
Greyhawk (Action)Greyhawk Arms
Greyhawk Action!

Wizardry is a gather-all for scholarly magic built on philosophical principles. It has a lore that must be learned to use magic, but this is mystical lore; it must not merely be memorized, but also understood on a deeper level that not all scholars are capable of.

Action Traditions in Greyhawk

Traditions in Action are similar but broader than classes in Dungeons & Dragons; each tradition incorporates several similar classes. There is a bit of wiggle room within each tradition, but in general each has a specified origin, at least one mandatory method, and a list of recommended and prohibited forms and skills.

This tradition corresponds to Wizards, specialist wizards, and all other classes having a spellbook in Dungeons and Dragons.

Focus Items

A Wizard or Sorcerer can use an Implement to increase the damage of Blast attacks.

Powers

Wizardry powers comes in spells; distinct magical actions with a predictable effect. In theory, any sufficiently advanced mind should be able to grasp any spell. This is the wizardly ideal. In practice, wizards have powers and Forms, just like other power users. Many use the powers of the Magic along with knowledge of many other Forms to broaden their repertoire but have a few stand-by spells (powers) from other Forms they are so used to that they can be called on at will - these are the non-Magic powers they learn.

These are the forms available to Greyhawk wizards:

Origin

Wizards use Magic with a scholarly bent, using their lore and fat spellbooks to find just the right spell for the right moment.

Methods

Many of these methods are actually sub-schools of wizardry. For example, an astrologer would not consider himself a wizard. To him, astrology is a high art while wizardry is moldy book knowledge. Yet in Action terms astrology is a subtype of wizardry.

Astrology

Astrologers observe celestial events, the stars, and the planets to draw power from them. Because of the strong and obvious effect the heavens have on fate and life on earth, this is very powerful. Astrologers can predict fortuitous moments to do different things, but that is only the beginning of their craft. An accomplished astrologer can actually change the future or cause some event to occur spontaneously by creating a mystic link between certain heavenly bodies.

Limitation

Inherent

As an astrologer you must know your location and the current date and time of day to configure your powers. You have sufficient sense of time and location that this is not a problem unless you have been blacked out for some reason, such as unconsciousness or traveling blind. If you can see the night sky, you can instantly learn both date and location well enough to overcome this limitation.

Astrology Focus

Focus

This method rewards research and preparation. If you know the astrological signs your target, you can focus, but that focus is only good if people whose astrological sign you know are among those affected by your Limit break. Knowing the birth place and location lets you calculate someone’s astrological sign, and you can use divination power or research to find it out.

Attention

Your power draws attention. Your powers have side effects; they either have distinct and visible physical side effects or send shivers down the spines of people all around.

Limitation

Whenever you use your power, it is obvious to everyone within ten meters times the sum of your and their Mind attribute that something odd is happening. This does not spoil illusion or invisibility; people can tell something is happening, but not exactly what or where. It is likely to make them more wary, however. Characters of your origin can sense your power ten times as far away. For those related to you, this sense can extend all the way across the world.

Focus Condition

Trigger Action (Focus)

When others are watching you do power and their auras resonate with yours, your power increases. Whenever there are a dozen or more spectators who can see you use powers you can focus. Spectators are those who are not involved in the action - either because they were unaware of your presence before your power called their attention, or because they are bystanders.

Contagion

Contagion is the magical theorem of like attracts like. By manipulating a symbol, you can affect the real thing. You use this principle in all your power. Generally, it is sufficient to have rough substitutes; a person is symbolized with a small doll, a rock with his name on it or a rough image.

Limitation

You need your props in order to work power. These props are simple and easily improvised. You must also have some kind of link to your target; you usually arrange this by putting a name or symbol on a blank prop you are carrying. This takes no extra time, but requires that you have such a prop and an exact visual description of the target.

Focus Enabler

Inherent

You can use a Limit Break on those you have you have a personal object or former body part from; others are unaffected. Any such items you have against the target are consumed in use.

Costume

You have a special look you wear to work your power. This is distinctive, and marks you as odd; people in the know can learn things about your Tradition from it. It need not be a specific outfit, rather it is a range of outfits with some common and identifiable characteristic. The exact details vary, but specific colors, long robes, pointy hats, or embroidered signs and glyphs are standard. Variant costumes include extensive tattoos, nudity, a certain style of jewelry or accessories, or a very funky hairdo. If your costume includes a type of armor, you must wear that type of armor to count as being in costume, If it does not, you cannot wear armor while in costume.

If your costume is damage and worn, burned or otherwise mishandled it still works and is still recognizable.

Limitation

You must be in costume to work powers. Donning your costume is a basic action. It is possible to use powers while wearing the costume under other clothes, but this counts as a Disguise stunt.

Costume Focus

Focus

You can always focus at any time when in costume, but it costs you a Fortune point to do so.

Wizards

Wizards prefer long robes with embroidered symbols and lemmas on them. Wizardly costumes cannot be worn with armor.

Degeneration

Your powers derive from an secret innernature shocking to common sensibilities. As you use your powers, your power origin becomes shockingly obvious, making people shun and dread you. Typical examples are necromancers and demonologists turning into the monstrosities they control, androids losing their skin to expose the machinery below, or energies bleeding out in a frightening display.

Limitation

Degeneration is measured in points; each time you take a Hit, roll a snake eyes or boxcars, use a Finisher, or use a Limit Break result when using a power, you gain one degeneration point. All Charm checks (but not defense values) suffer a penalty equal to the number of degeneration points you have. When you have degeneration points equal to your Mind, you are no longer recognizably human (or whatever creature you normally look like); sensible people will run from you. In more tolerant settings, your degeneration becomes more disgusting so that they still break the mold of "normal" sufficiently to have you ostracized.

This is a side effect of your powers; it never prevents you from using your powers, except that powers cannot hide your degeneration and Charm powers suffer the penalties mentioned.

Degeneration points reset to zero each game session. Full degeneration can be overcome/adapted to given time and care; this usually only happens between stories or when you take a time out from adventuring, not at the end of each session.

Focus Condition

Trigger Action (Focus)

You can focus at will as your current degeneration points are less than your Mind. Doing so gives you a degeneration point.

Echoes

Echoes add chance to your powers, and this does not stop at the effects you produce consciously. This can be because your powers affects the world in a very fundamental way, a form of backlash, a result of your rampant subconscious, or simply the workings of blind chance.

Your powers are subject to chance and strange effects occur around you constantly. What these side effects are can vary from time to time or have a set theme, as decided when you take the limitation. They are often origin-based. Echoes manifest spontaneously and outside your control. They are noticeable, and can give people in the know information they would not otherwise have. Technological powers cause technological side effects, such as brownouts or glitches. Mystic powers have effects similar to the ones you produce yourself. Echoes are generally funny, in a sadistic kind of way; they never obstruct the story, but can create setbacks and hindrances for you and (rarely) your friends. They are a great plot device for the GM to use when you are taking too much camera time or are using your power for tasks that should be role-played.

You can suggest echoes, or your game master can invent them. If you invent funny and annoying echoes, the game master will probably go easy on you with his own. In either case, it is the game master that has the final word on what happens.

Limitation

Echoes makes small odd things occur around you, but this is mostly flavor, tough they can sometimes provide clues to enemies or distractions to you. When you use your powers in obvious ways, they manifest more strongly; on a Snakeyes roll when using obvious powers you suffer a Setback from your echoes. This Setback often mimics the power you were using, escalating or reversing it, or changing targets. As setbacks go, this is usually pretty mild.

Focus Condition

Focus

If you invent a creative echo, you can focus. Alternatively, you can ask the GM for an echo, in which case it might be slightly more severe for making him think one up on his feet. In either case, it is an unusually mild Setback and usually manifests at the end of the round - after you've had a chance to use a Limit Break.

Handicap

Blind seers and lame but magically powerful smiths are a staple of legends. This is also something the GM can impose temporarily on players, due to damage or other complications of limited duration. Perhament handicaps should be left for the player to decide.

You have some physical handicap that is tied to your power. Perhaps you developed your power to make up for the handicap, or it is a side effect of having acquired the power. You can even have several handicaps if you like. Some examples:

  • Blind - Still has a general awareness of moving creatures within Mind meters.
  • Deaf - You cannot hear spoken conversation and are easily surprised. The perception element of all your skills are equal to your Mind, but you can use the perception element normally with actions, including as an active defense.
  • Lame - Prevent movement as a part of normal basic actions. On a full move action, you can take a normal move instead of a full move
  • Crippled arms prevent most physical manipulation and the use of weapons and implements.
  • Mute - Prevents mundane speech. Make sure to enforce this strictly.
  • Albino - Highly sensitive to sunlight, imposing visual penalties and causing Hits with extended exposure. Looks spooky.

Limitation

The handicap does not limit your power, instead the handicap itself is limiting. Your powers develop at the price of your physical prowess.

Focus Condition

Focus

Whenever your handicap causes you acute problems, actual penalties, setbacks, or damage, you can focus. Willfully provoking your handicap does work, but the situation must actually cause you some penalty or discomfort. Using powers to overcome your handicap prevents you from using it to focus, but often powers will only negate part of the handicap, in which case you can still use the remainder to focus.

Brian is lame, but has the magical ability to hover. He needs to kick a fallen branch out of the way to clear a path for his friends. Since he cannot, he can focus, despite that Hover negates most of the penalties of being lame.

Loss of Control

You are channeling powers beyond your control: sometimes these powers take you over and force you to go wild. You must specify the nature of the power you are connecting to, as this will influence how you focus and what happens when you lose control. In general, this amounts to a specific vice; focusing means tickling this vice, loss of control is when you are overwhelmed.

The actions you do when you lose control can be nonsensical or even destructive. You lose sight of your normal goals and live out your vice in an immediate and direct way. Such actions can indirectly benefit your normal cause, but you pursue them beyond what is reasonable and productive.

Limitation

You risk losing control in certain situations, especially when doing things somehow relevant to the nature or source of your powers. When you roll Snakeyes on any task, the GM proposes an action your powers tries to force you to do. The GM can also make one such proposition of his own per scene. You can agree, and behave as suggested. In extreme cases, the GM might even take temporary control of your character. If you resist, you lose access to your powers for the rest of the scene.

Focus Condition

Focus

When doing the type of actions you do when you lose control, you can focus. This can either be because because you gave in to the GMs suggestion or because you came up with a course of action the GM agrees is in accordance with your vice. When you are taking the initiative and choose to skirt the danger, you have to continue to act out your vice until it plays itself out, or risk losing your powers.

Manual of Power

Your powers are recorded in some kind of manual, tome, or device; a large but portable object that you need to occasionally check up on in order to use your powers. Notice that a manual of power can itself be an implement, usually a Tome. If your power manual is lost, you can replace it, but that is a major undertaking and only happens between adventures; you are usually better off trying to find it again.

Limitation

You need to spend an hour with your manual before each session, keeping your powers up to date. If you fail to do this, you suffer power failure. Note that you need not carry your power manual on your person, you only need to consult it once per session.

Focus Condition

Basic Action (Focus)

You can use your manual of power to focus, but this is a Basic Action for you. You must actually carry the manual to do so.

Wizards

Almost all wizards have a spellbook.

Mark of Power

Your power has left its mark on you and you draw power from this monstrous nature. This can be a demonic or angelic form, sharp claws, obvious cybernetics, huge green muscles, or some other distinctive appearance of your choice. You look quite out of the ordinary and are likely to attract attention and be recognized. It is possible but difficult to disguise this, and it is always visible on close inspection.

Limitation

If you are transformed into a mundane shape, you lose your powers. Mere illusions won't do, it has to be a physical change. The most radical variant of this is if powers are used to alter your shape, but failing to maintain your supernatural form also triggers power loss. If your form depends on powers, such as Mutations or Cybernetic Implants and these are dispelled, all your powers fail. If you are constantly in disguise for long periods, your powers will gradually weaken, tough you get plenty of advance warning of this.

This kind of power loss has a duration based on the extent of the change; minor changes can cause a power loss for the round, while greater changes can cause power loss for a scene or even one or more sessions in extreme cases.

Focus Condition

When an NPCs reaction towards you changes significantly because of your appearance, you can focus. This creates the odd situation that you can often focus in less important confrontations on the street, but rarely when faced with cool villains - unless they have a particular prejudice.

Naming

Everything has a True Name, a key to its essence. Knowing this true name gives you power over the thing. Great power is given to those who know the true names of many things. If you know the true name of your enemy, you have him in your power.

Learning a true name is a difficult, often mystic experience. Visions and spirit quests play an important role, and an accomplished sorcerer can sometimes guess a true name through sheer intuition. What a true name is to you depends on your Tradition. If your origin is mystical, true names are precisely that, names. If your origin is technological, it is things like root passwords, DNA code, and the like.

Only some intelligent creatures have individual true names. Each named creature has an individual true name, but faceless dimensional hordes do not. Unnamed creatures have one True Name per type of creature; all unnamed imps share the same true Name. Essentially one true name equals one set of creature abilities. Objects also share names with others of their type. You can learn the true names of your friends with their cooperation, becoming able to focus power on them but also giving you a potentially devastating weapon against them.

True names are also used in Binding powers. These are the same true names used for this method, but you can use Binding powers without the True Name method and vice versa. The Naming and Power Secret methods are related; naming magicians often have their own true name as their secret.

Limitation

You cannot target a named creature directly unless you know his true name. Mind control, transmutation and other effects which directly and dramatically changes a person require that you know the target's true name.

Focus Enabler

Inherent

Whenever you know someone's individual True Name, you can use powers against them as if you were focused. A Limit Break used this way cannot affect a creature whose True Name you do not know.

Power Secret

Hi-Mi-Tsu! - Xellos, the Mysterious priest, Slayers

You have some secret that must not become known. A magical secret can be almost anything. A technological secret is a wavelength, passcode or other sensitive data that is easily used. It can be nonsense, such as a particular number or the name of some higher being or your own secret name. It can be some fact about you, such as that you are a woman, your exact age or that you are the descendant of Zeus. It cannot be something people would ordinarily say; people will not accidentally blurt out your secret unless the GM is using this as a plot device.

It is possible to find your secret through research or investigation, but this is always an important story development and should have its own dangers and drama. You might intuitively feel when someone is close to discovering your secret, which often leads to dramatic confrontations at the point of discovery.

Anyone who finds out your secret can use it to blackmail you and to gain dominance over you, as you cannot effectively use your powers against them. If your secret ever becomes common knowledge, you are doomed. But this should never happen if you play your cards right; the GM can invoke this as a plot device, but as long as you play along, no villain would waste the hook he has on you by publishing your secret.

The Naming and Power Secret methods are linked; naming magicians often have their own name as their secret.

Limitation

Anyone stating this secret in your presence negates your powers for the rest of the scene.

Focus Condition

Focus

Whenever your secret is in immediate danger of being discovered or used, you can focus. This means that an involving secret is much more useful than an obtuse one.

Power Signature

Your powers give hints about you. Anyone who sees or even describes your powers can recognize them, but this might not be connected to you unless you are publicly known as a power user. Maybe your fireballs have your personal rune emblazoned on them or your electronic remote-control signals are poorly shielded. This can be very dangerous in combination with methods like Astrology, Power Secret, or Naming.

The information contained in your power signature for enemies to learn must be fairly important, and the GM decides exactly what it is. If you or they use secrets or information in methods, such information is a good pick. Other possible secrets include embarrassing facts that give large bonuses on interactions stunts, blackmail material, codes that give access to your telephone, bank, or internet accounts, personal information about loved ones that can be kidnapped, or your True Name.

Limitation

Anyone who knows your style can recognize your powers by sight. Know stunts made against you by someone who has seen your powers or their results have a difficulty equal to your Mind or Know, whichever is lower. You never suffer power loss from this limitation, but might clue others in on how to give you Power Loss.

Focus Condition

Focus

You can focus anytime, but when you do all enemies get to do an immediate Analyze Weakness stunt without spending any shots.

Power Words

You focus your power in exclamations, battle cries, and sharp yells. It is not enough to mumble an arcane formula; you shout the name of your power, berate your target, and otherwise make a nuisance of yourself expressing your power.

Limitation

You cannot use your powers silently. Your words of power need to be audible over your surroundings; in a noisy place your powers themselves might roar. When using Power Words but not focusing, it is not obvious what specific power you are using, only that you are using powers.

Focus Condition

Focus

You must shout out what Limit Break you intend to use at the start of the round. You can only use this specific limit break this round.

Power Reserve

You have a reserve of inner power, called mana for supernatural powers and by some technical term such as battery or capacitors for technology. You can use this reserve to fuel your power, but when you have done so you become weak and need to restore your power reserve afterward.

Limitation

When you have used your power intensely, such as in a fight, you grow tired at the end of the scene. Once the fight is over, you cannot use powers until you have replenished your power; a short ritual taking about 15 minutes. Exactly what you do to recover power reserve depends on your power tradition; eating, meditation, prayer, reading, recharging capacitors or connecting to a power outlet are all examples. If there is a condition placed on your recovery that is out of your control, such as sunlight, use of a power outlet, or high wind, your recovery varies - it becomes 5 minutes with access to this recovery aid, 1 hour without the aid.

Focus Condition

Focus

You can focus at any time. The first use is safe. Roll 1d6 when you focus this way. If the result is lower than the number of times you used this method to focus this session, the power limitation of Power Reserve kicks in immediately.

Wizardry

You need your spellbook to recover.

Props

You use tools in your power; a variety of gizmos, diagrams, books, wands, sigils, dried insects, eye of newt, incense and so on. Depending on your tradition, your props have a theme: the props of a technomage are distinctly different than those of an alchemist.

Limitation

You cannot use your power without your props. You need to resupply or build new props during downtime; this is not generally a hassle, but can make for nice cut scenes. In an emergency, you can usually whip up the prop for a specific power with a little scrounging and a few minutes of work.

Focus Condition

Basic Action

You can focus by using your props, but it is a basic action instead of a trigger action, and you cannot move while using this action - tough you can still move later on.

Using props is pretty obvious, and stunts can be used to make you lose your props and thus the focus.

Wizardry

This is very common among wizards.

Restraint

Physical activity can hinder mystical ability; energies that could have been channeled into the mystical are used for base physical body needs. By applying restraint, the distractions of the physical body are eliminated, which frees your power. For technological origins, the same can apply; nerves and brain capacity are re-routed from body control to power control.

Restraint in an extended sense can be considered costume as well. If you are a submissive you might also want the Power Submission limitation.

Limitation

You must be physically restrained in some way or your powers become weaker. You cannot use Limit Break powers when not bound. Being bound involves at least one of the conditions below. You must be restrained in such a way that you cannot quickly free yourself; it should take at least 15 minutes for you to get free on your own, someone else can free you with a stunt. Note that it is possible, even encouraged, to use powers to overcome the handicap of restraints.

When you use your powers, there is a risk you will become further restrained; on a Snakeyes roll when using powers you must accept Power Loss or roll 1d6 for a random restraint, adding +1 for each previous restraint.Restraints last at least a scene, and often for the rest of the session. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

Focus Condition

Focus

You can focus when bound, but if you are not fully restrained, there is a chance the process will backfire. Roll 1d6 when you use this power. If you currently lack the type of restraint indicated by the roll, you are either thus restrained, or the focus fails. Which of these happens can vary depending on tradition, outlook, availability of restrains and even sometimes personal choice. If the focus fails, you cannot try again until the enxt round.

Pyrotesse has hands and legs bound uses this power. Since she lacks some kinds of restraint, she rolls 1d6, rolling a 5, adding +2 for her two current restraints for a total of 7, which indicates blindfolding, which she lacks. Since she has no blindfold and it just doesn't make sense for the scene, she is not blindfolded and focusing fails. She cannot try to use this method to focus again for the current round.

Tantrism

Your power is fueled by sexuality, both your own and that of your targets.

Limitation

You must have regular sex to replenish your power. You must engage is some sexual activity each day (even if it is as modest as masturbation or sexual fantasies), and you must have a full-fleshed sexual encounter with a partner at least once a week.

Focus Condition

Focus

Whenever you manage to create sexual tension you can focus. If this is with a friend, it must be a sexual act or a noteworthy development in your relationship. If it is with an opponent, a successful sexually-themed stunt involving Charm or Presence is sufficient.

Trance

Your powers work best when you are in a trance, and you are aware even when asleep.

Limitation

When you use your powers, you enter a trance until your next shot comes up. You cannot use Trigger Actions while in this trance. You do not sleep. Instead you trance as above, and you can still act in this trance.

Focus Condition

Focus

You enter into a trance (as above) for the rest of the scene. You can break out of the trance trough conscious effort - a Basic Action.