Difference between revisions of "Blast Earth (Action Powers)"
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<noinclude>{{Action Power Templates}}{{tocright}}</noinclude> | <noinclude>{{Action Power Templates}}{{tocright}}</noinclude> | ||
− | === | + | === Calcify === |
− | + | Inherent | |
− | You create and | + | You can make a [[Blast_(Action_Powers_Technique)#Ranged_Attack|Ranged Attack]] - either the basic stunt or using some other stunt, schtick, or power. |
− | + | Damage is [[Mind (Action)|Mind]] +2, or more if you are using an [[Implements_(Action)|Implement]] to improve damage. | |
+ | This is [[Damage_Types_(Action)#Neurotoxin|Neurotoxin]] damage soaked with [[Body (Action)|Body]]. | ||
+ | |||
+ | You gradually turn the target and his gear to stone or encase them in stone. For each [[Hit (Action)|Hit]] you inflict, the target loses one point of [[Reflexes (Action)|Reflexes]] and one shot from his shot counter, but gains one point of [[Toughness (Action)|Toughness]]. If the target's [[Reflexes (Action)|Reflexes]] are reduced to zero, he is [[Earth_(Action_Powers_Form)#Petrification|petrified]] and helpless, this is a [[Curse (Action)|Curse]]. Lesser transformations and Reflex losses reverse themselves as the [[Hit (Action)|Hits]] are recovered. | ||
+ | |||
+ | === Earth Javelin === | ||
+ | {{:Smash Effect (Action Powers)}} | ||
+ | You create and hurl a stone spear, which does [[Damage Types (Action)#Physical| physical damage of the blunt subtype]]. | ||
+ | |||
+ | === Earthbind === | ||
+ | Basic Action | ||
+ | |||
+ | You use this to prevent a creature from using special movement modes, such as flight, swimming, wall walking, burrowing and the like. All it can do is move along the ground (or sea bottom). Make a [[Shoot (Action)|Shoot]] check against [[Dodge (Action)|Dodge]], on a success the special movement mode is negated for the rest of the round. On an outcome matching the target's [[Reflexes (Action)|Reflexes]] the special movement is negated for the rest of the scene. | ||
+ | A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground. | ||
+ | |||
+ | === Hurl Rock === | ||
+ | {{Template:Blast (Action Powers)}} You create and shoot a clump of rock with great force, which does [[Damage Types (Action)#Physical| physical damage of the blunt subtype]]. | ||
+ | The missile is so massive that it cannot be | ||
+ | [[Items_(Action)#Deflect|Deflected]]. | ||
+ | A flying target descends your [[Shoot (Action)|Shoot]] meters and if it hits the ground, it cannot take off again in this round. | ||
+ | |||
+ | === Ram === | ||
+ | Basic Action | ||
+ | |||
+ | You hit the target with a truly massive ram of earth. | ||
+ | This is a ranged attack that hits poorly but does a great deal of [[Damage_Types_(Action)#Blunt|Blunt]] damage when it hits. Use your [[Mind (Action)|Mind]] as the attack skill, damage is your [[Shoot (Action)|Shoot]] + [[Body (Action)|Body]]. | ||
=== Rockfall === | === Rockfall === | ||
− | {{Template:Ball (Action Powers)}} | + | {{Template:Ball (Action Powers)}} Rockfall creates large falling rocks that do [[Damage Types (Action)#Physical| physical damage of the blunt subtype]]. |
− | + | A flying target descends your [[Shoot (Action)|Shoot]] meters and if it hits the ground, it cannot take off again in this round. | |
− | Rockfall creates large falling rocks that do [[Damage Types (Action)#Physical| physical damage of the blunt subtype]]. | + | The missile is so massive that it cannot be [[Items_(Action)#Deflect|Deflected]]. |
− |
Latest revision as of 13:20, 21 April 2023
Templates for Action |
Calcify
Inherent
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. This is Neurotoxin damage soaked with Body.
You gradually turn the target and his gear to stone or encase them in stone. For each Hit you inflict, the target loses one point of Reflexes and one shot from his shot counter, but gains one point of Toughness. If the target's Reflexes are reduced to zero, he is petrified and helpless, this is a Curse. Lesser transformations and Reflex losses reverse themselves as the Hits are recovered.
Earth Javelin
Inherent
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You create and hurl a stone spear, which does physical damage of the blunt subtype.
Earthbind
Basic Action
You use this to prevent a creature from using special movement modes, such as flight, swimming, wall walking, burrowing and the like. All it can do is move along the ground (or sea bottom). Make a Shoot check against Dodge, on a success the special movement mode is negated for the rest of the round. On an outcome matching the target's Reflexes the special movement is negated for the rest of the scene. A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.
Hurl Rock
Inherent
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. You create and shoot a clump of rock with great force, which does physical damage of the blunt subtype. The missile is so massive that it cannot be Deflected. A flying target descends your Shoot meters and if it hits the ground, it cannot take off again in this round.
Ram
Basic Action
You hit the target with a truly massive ram of earth. This is a ranged attack that hits poorly but does a great deal of Blunt damage when it hits. Use your Mind as the attack skill, damage is your Shoot + Body.
Rockfall
Limit Break
You can blast everyone in a globe with a diameter equal to your Mind 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. Rockfall creates large falling rocks that do physical damage of the blunt subtype. A flying target descends your Shoot meters and if it hits the ground, it cannot take off again in this round. The missile is so massive that it cannot be Deflected.