Shapeshift Air (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
Make a huge leap, moving ten times your normal Move in any direction. If you use this power for overland movement, you move at four times your usual speed. This increases your effective Move value by +3 when determining your maximum speed, but is as taxing as running.
The target can breathe air freely for the rest of the session and can move on land at normal speed. The target's skin will not take damage from exposure to normal air. This power is mainly useful for creatures that are normally aquatic, or adapted to some other non-gaseous environment. You can easily maintain this power on a number of targets equal to your Mind, more than that and it requires effort, similar to doing one Limit Break for each time you double the number of creatures, see Vitality.
Air Elemental Form
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on an Air Elemental with this version of the power.
Trigger Action or Inherent
You are immune to Falling damage. Whenever you see someone or something else fall, you can use a trigger action to make them fall safely. You can opt to slow only the last part of a fall, falling at full speed and then landing safely, or you can choose to slow the actual falling speed down to 1 (1 meter/round). It also allows horizontal movement at the target's normal speed, which allows someone with Move to glide at a 10:1 ratio by taking a Full Move action or half that with a normal Basic Action.
Gone Like the Wind
Trigger Action (Combo)
When you perform an action that includes movement, you can use this shtick to move an additional time after the action. This allows you to move-act-move or act-move-move. You can use Gone Like the Wind if the action you just did is one that in itself allows additional movement, but not if you are Static.
You can move through the air instead of along the ground. For aquatic creatures, this means they can swim in air. If you are not accustomed to exposure to air, you can breathe air freely and can now move on land and thru the air at normal speed. Your skin will not take damage from normal exposure to air.
You assume mist form. In this form, you can fly at your normal Move. You become Amorph and Resist Physical damage but vulnerable to gusts of wind. You can Sneak as if you were in cover if there is any natural fog about.
You can move at your normal speed by jumping instead of by walking. This lets you get around obstacles and hindrances on the ground. No individual leap can be longer than your Move.
You create a buffeting wind shock that makes a flying target lose altitude. Make an opposed Maneuver check, on a success the target loses 3 shots and descents twice its Move, possibly landing. On an outcome matching the target's Reflexes the target suffers the same and also cannot fly for the rest of the scene or until the he receives successful First Aid with a difficulty equal to your Maneuver. He can still fly down to land safely, but cannot perform any Basic Actions or Limit Breaks until safely on the ground. Unlike most Maneuver effects, Turbulence can be done at a distance, with normal range penalties. Turbulence also allows Outmaneuver and Trip to be made at range.