Difference between revisions of "Imbue Air (Action Powers)"

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
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=== Buffeting Strike ===
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Inherent
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You can make unarmed melee attacks that do [[Body (Action)|Body]] +2 [[Damage_Types_(Action)#Concussion|Concussion]] damage, soaked by [[Reflexes (Action)|Reflexes]].
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The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher.
  
 
===Flying Strike===
 
===Flying Strike===
 
Basic Action
 
Basic Action
  
Make a jumping charge at an enemy, your [[Move (Action)|Move]] meters extra in a reasonably straight line, and make a melee attack with +3 additional damage. This is in addition to the normal movement for a basic action.
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Make a jumping charge at an enemy up to your [[Move (Action)|Move]] meters extra in a reasonably straight line. All your movement this action must be in the same direction.
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Then make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]].
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If you jumped at least three meters you get +3 additional damage.
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=== Lord's Bastion ===
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Basic Action
  
===Laughing Zephyr===
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Make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]] attack.
[[Action (Action)#Limit_Break | Limit Break]]
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Until you next spend shots you gain a +3 bonus on [[Dodge (Action)|Dodge]] and [[Impress (Action)|Impress]] defense values.
  
Make a Melee attack: if successful you grab a weapon from the hands of an opponent. Until end of Sequence all attacks made by you with this weapon against this opponent gain a +3 Action Value bonus.
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=== Lord's Strike ===
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Basic Action
  
===Lightning Touch===
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Make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]] attack.
{{Template:Touch (Action Powers)}}
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Targets are pushed one meter away from you for each point the damage result exceeds the soak value, and a flier is also moved the same distance downwards. 
  
Lightning Touch does [[Damage Types (Action)#Energy| energy/electricity damage]].
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===Laughing Zephyr===
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Basic Action
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Make a Melee attack: if successful you get a hold on a weapon in the hands of an opponent, forcing him to spend 3 shots or give up the weapon to you. If you score an Outcome matching his [[Reflexes (Action)|Reflexes]], you take the weapon and he cannot choose to spend shots to retrieve it.
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If you get hold of the weapon all attacks made by you with this weapon against the former owner gain a +3 Action Value bonus until end of the scene.
  
 
=== Shockwave ===
 
=== Shockwave ===
 
Limit Break
 
Limit Break
  
Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing [[Body (Action)|Body]] +0 [[Damage_Types_(Action)#Concussion|Concussions]] damage, soaked by [[Reflexes (Action)|Reflexes]].
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Make a strike that causes a shockwave that strikes nearby opponents.  
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You attack all enemies in a globe with a diameter of five meters with you at the center, doing [[Body (Action)|Body]] +0 [[Damage_Types_(Action)#Concussion|Concussion]] damage, soaked by [[Reflexes (Action)|Reflexes]].
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After the attack all enemies are pushed back on meter per [[Hit (Action)|Hit]] taken.
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The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher.
  
=== Static Shock ===
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=== Wind Dance ===
 
Basic Action
 
Basic Action
  
Make a [[Melee (Action)|Melee]] attack with [[Body (Action)|Body]] +4 [[Damage_Types_(Action)#Electricity|Electric]] damage against all adjacent enemies. You cannot move as part of this Basic Action.
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Make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]] attack.
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After the attack you can jump your [[Move (Action)|Move]] meters in any direction.
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=== Wind Soul ===
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Inherent
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You can use your body to do melee attacks that do [[Mind (Action)|Mind]] +2 [[Damage_Types_(Action)#Blunt|Blunt]] damage, or more if you are using an [[Implements_(Action)|Implement]] to improve damage.
  
 
=== Wind Sword ===
 
=== Wind Sword ===
 
{{:Create_Weapon_(Action_Powers)}}
 
{{:Create_Weapon_(Action_Powers)}}
  
This power can create swords and daggers.
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This power can create swords and daggers of any technological complexity you are familiar with.
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===Wind Touch===
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{{: Touch Special (Action Powers)}}
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Wind Touch does  [[Damage_Types_(Action)#Concussion|Concussion]] damage soaked by [[Reflexes (Action)|Reflexes]].
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=== Windshock ===
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Basic Action
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Make a [[Melee (Action)|Melee]] attack with [[Body (Action)|Body]] [[Damage_Types_(Action)#Concussion|Concussion]] damage against all adjacent enemies.
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The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher.
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After the attack all enemies are pushed back on meter per [[Hit (Action)|Hit]] taken.
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You cannot move as part of this Basic Action.
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See [[Actions_(Action)#Combination_Action|Combination Action]] for how you can combine this with movement.

Latest revision as of 13:31, 27 March 2023

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Templates for Action
Main article: Powers (Action)

Buffeting Strike

Inherent

You can make unarmed melee attacks that do Body +2 Concussion damage, soaked by Reflexes. The target can use Body as Dodge if Body is higher.

Flying Strike

Basic Action

Make a jumping charge at an enemy up to your Move meters extra in a reasonably straight line. All your movement this action must be in the same direction. Then make a Normal Melee Attack. If you jumped at least three meters you get +3 additional damage.

Lord's Bastion

Basic Action

Make a Normal Melee Attack attack. Until you next spend shots you gain a +3 bonus on Dodge and Impress defense values.

Lord's Strike

Basic Action

Make a Normal Melee Attack attack. Targets are pushed one meter away from you for each point the damage result exceeds the soak value, and a flier is also moved the same distance downwards.

Laughing Zephyr

Basic Action

Make a Melee attack: if successful you get a hold on a weapon in the hands of an opponent, forcing him to spend 3 shots or give up the weapon to you. If you score an Outcome matching his Reflexes, you take the weapon and he cannot choose to spend shots to retrieve it. If you get hold of the weapon all attacks made by you with this weapon against the former owner gain a +3 Action Value bonus until end of the scene.

Shockwave

Limit Break

Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Concussion damage, soaked by Reflexes. After the attack all enemies are pushed back on meter per Hit taken. The target can use Body as Dodge if Body is higher.

Wind Dance

Basic Action

Make a Normal Melee Attack attack. After the attack you can jump your Move meters in any direction.

Wind Soul

Inherent

You can use your body to do melee attacks that do Mind +2 Blunt damage, or more if you are using an Implement to improve damage.

Wind Sword

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create swords and daggers of any technological complexity you are familiar with.

Wind Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Wind Touch does Concussion damage soaked by Reflexes.

Windshock

Basic Action

Make a Melee attack with Body Concussion damage against all adjacent enemies. The target can use Body as Dodge if Body is higher. After the attack all enemies are pushed back on meter per Hit taken. You cannot move as part of this Basic Action. See Combination Action for how you can combine this with movement.