Justice (Action)

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Heroic Action Role-Play

This is a Method for using Powers in Action. Methods are a part of Traditions and define how Powers are used in each campaign.

Justice

Your powers are strong against those who break rules or customs. Laws hold power, breaking laws makes people vulnerable, dishonest dealing and oath-breaking opens rifts in the soul and gives your powers leverage. Unlike faith, you need not believe in or be sympathetic to the laws you use; the magical laws are as immutable as the laws of nature, and you are using them, not judging them.

Which causes are just is very malleable. Anyone lying to you or breaking a promise is fair game. It does not matter if the promise was given in jest or under coercion. Customs, even evil customs, must be obeyed. Any oath breaker can be ensorcerelled freely, as can those who have betrayed the customs of fealty or hospitality, even if the rules were unfair. Those who owe gifts or favors are fair game, as well.

Limitation

This is a severe limitation, compensated by a liberal focus condition.

All Justice powers must have some cause; it is impossible to directly affect a character with your powers if the character refuses to accept it and has done no wrong. Powers that does not directly harm a character, such as trickery and illusion, can be employed freely, and is often used to entrap a victim before more insidious power is used to take control of him. But if the target refuses to be mislead, he cannot be directly harmed or affected by your powers. However, you can still use indirect powers that affects the environment, changes the stage, or fools the senses.

Focus Enabler

Inherent

If you fully fulfill the limitation, you can use a Limit Break as if you are focused. You cannot focus just because you can use illusion, trickery or other effects affecting the world rather than the target.