Blast Air (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
As a preparation for using this power, you prepare a number of arrows, writing a possible answer to a question on each arrow. You must also add at least one blank arrow to the mix. When using this power, you ask a question and draw an arrow; it the power was successful, the arrow with the most relevant and correct answer will be drawn. If none of the answers were relevant or correct, you will draw a blank arrow.
Belomancy can only answer questions about things you will encounter within the next six hours, and can only give out information you would automatically notice during such encounters. Typical questions include "Which way to the dragon" or "what monster will I meet behind this door". Deeply analytical questions, such as "Who killed the duke", "what is the nature of life" or "should I get married" always draw a blank.
The difficulty of the check is either 5 + the number of arrows in the quiver, or the Shoot of whoever the divination is directed against. As an alternative, a single arrow can be tossed in the air, if it is a direction you want. This has a minimum difficulty of 10.
Cutting Wind does cutting damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Gust of Wind
You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.
Gust of Wind does concussion damage. Targets are pushed one meter away from you for each point of damage inflicted, and a flier is also moved the same distance downwards. Objects are not damaged directly, but might be blown about and will suffer normal damage if they crash into something. Flames are extinguished and open liquids blown into a spray.
You create a cloud of toxic air in a diameter equal to your Mind. The cloud is impenetrable to most senses, giving a penalty of -1 per meter of foul air in between. A living, breathing creature who spent any time during his current action in the cloud must make an opposed Impress check against your Shoot; on a failure he takes a hit. The cloud lasts for a scene unless dispelled or dispersed by strong wind. It is heavier than air, and will sink into lower-lying areas. You can move it your Mind meters as a basic action.
You create a buffeting wind shock that makes a flying target fall down. Make a Shoot check against Maneuver, on a success the target loses 3 shots and descents twice its's Move, possibly landing. On an outcome matching the target's Reflexes the target falls down, loses six shots, and cannot fly for the rest of the scene or until the target receives successful First Aid with a difficulty equal to your Shoot skill. It can still fly down to land safely, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.
Whirlwind pulls objects and creatures into the air, then lets them fall down again to be buffeted. It does concussion damage. Objects are not damaged directly, but might be blown about and will suffer normal damage if they land are not anchored. Flames are extinguished and open liquids blown into a spray.