Difference between revisions of "Move Force (Action Powers)"

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(Floating Disc)
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=== Telekinetic Flight ===
 
=== Telekinetic Flight ===
Basic Action
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{{ : Fly (Action)}}
 
 
You can fly swiftly through the air. For the rest of the round, you can move through the air with a speed value equal to your [[Ride (Action)|Ride]] skill. Keep track of your direction while flying; only one direction change per round is allowed. If you start a round flying and do not start up a flight power as your first basic action for the round, you fall ten meters downward for each basic action you take.
 

Revision as of 14:48, 26 October 2010

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Main article: Powers (Action)

Floating Disc

Stance

You create a disk of force that floats under your command and can carry passengers or cargo. The disc has a Body equal to your Ride skill, Move equal to your Mind and carries things like a creature of this strength. You can change its diameter from one meter up to your Mind in meters. At full size it can comfortably carry a number of passengers equal to your Mind, more if you pack them so tight they cannot move properly. If you sit on the disc it works like an open vehicle, if you move independently it trails after you, never moving more than Mind meters away.

If the disc is loaded when you cease concentrating upon the stance, it floats gently to the ground at the rate of 10 meters per Basic Action you take.

Telekinesis

Basic Action

You can move objects and creatures slowly, even very heavy objects. The difficulty of moving an object depends on its mass, which depends on its Body. This assumes the object is inanimate or cooperates, grabbing a resisting body requires an outcome matching its Dodge. You move the object a number of meters equal to your Mind. A resisting creature so moved loses a shot resisting.

If you use this to move a heavy object into position to drop it as a missile or use it to ram, it is highly inaccurate; use your Mind as the attack skill. Base damage is your Ride skill.

Telekinetic Flight

Basic Action

This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.

You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.