Post by wayne on Mar 23, 2004 3:01:37 GMT -5
No, this is not some bureaucratic authoritative power. It's the ability to force yourself into 'the zone', in which one achieves momentary greatness. But with this, it's no longer just a momentary, sporadic thing!
ZONING
Cost = Action Number + 4
Description
The ability to induce a psychological state of focus, enabling you to achieve enhanced results with your skills--literally, being 'in the zone.' During a conflict, crisis, or other critical moment (GM discretion if the setting is questionable), you can choose to activate this power by placing stones into it once. When you do, the stones remain until the power is 'released' (meaning it takes up one of your Actions each Panel to use it.) While you have stones in your Action Box, all of your Abilities are increased to a minimum of 3, gaining extra stones of health as appropriate, and regenerating extra energy if appropriate.
The stones placed into the Action Box can be immediately combined with any other Action Box or power, adding to the effectiveness of the Action. Practically anything, from Close Combat to Computers to Masteries can be enhanced by this Action.
When the conflict/crisis is over (or you're knocked out), the stones in the Action Box are discarded, your Abilities return to normal, and you lose as many stones of health as you gained, stunning you as normal if you must give up your last stone. As long as you have at least one white stone left before the power is released, you won't slip into a coma--which is the worst that can happen to you, since a release can't kill you. Any extra energy you have over your normal maximum bleeds off at a rate of 1 stone per Panel.
No Weapon Modifier or Ability Bonus is allowed for this power.
Options
Comments
Sometimes it's not just an inborn ability to fight, or a genius-level intellect. Sometimes you just get in the zone. For players who want sheer skill in critical times rather than raw power.
Rule for Action Box:
ZONING
Cost = Action Number + 4
Description
The ability to induce a psychological state of focus, enabling you to achieve enhanced results with your skills--literally, being 'in the zone.' During a conflict, crisis, or other critical moment (GM discretion if the setting is questionable), you can choose to activate this power by placing stones into it once. When you do, the stones remain until the power is 'released' (meaning it takes up one of your Actions each Panel to use it.) While you have stones in your Action Box, all of your Abilities are increased to a minimum of 3, gaining extra stones of health as appropriate, and regenerating extra energy if appropriate.
The stones placed into the Action Box can be immediately combined with any other Action Box or power, adding to the effectiveness of the Action. Practically anything, from Close Combat to Computers to Masteries can be enhanced by this Action.
When the conflict/crisis is over (or you're knocked out), the stones in the Action Box are discarded, your Abilities return to normal, and you lose as many stones of health as you gained, stunning you as normal if you must give up your last stone. As long as you have at least one white stone left before the power is released, you won't slip into a coma--which is the worst that can happen to you, since a release can't kill you. Any extra energy you have over your normal maximum bleeds off at a rate of 1 stone per Panel.
No Weapon Modifier or Ability Bonus is allowed for this power.
Options
- +2 to Cost Level for Multitasking - once stones are placed into the Action Box, beginning with the next Panel you may perform two other Actions at once and your Zoning stones will remain. They may be applied to one Action, or split between two.
Comments
Sometimes it's not just an inborn ability to fight, or a genius-level intellect. Sometimes you just get in the zone. For players who want sheer skill in critical times rather than raw power.
Rule for Action Box:
- Use during a conflict or crisis
- Stones remain for continual use until conflict/crisis ends
- Can combine stones with any Action or power
- Abilities are raised to a minimum of 3 each
- Any gained health stones are lost after power is released
- Any extra energy after power is released bleeds at 1 stone/Panel
- After initial stones, no longer counts as an Action per Panel (optional)