Difference between revisions of "Blast Time (Action Powers)"

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
===Lift===
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=== Arrow of Time ===
 
{{Template:Blast (Action Powers)}}
 
{{Template:Blast (Action Powers)}}
  
Lift does [[Damage Types (Action)#Concussion | concussion damage]]. It damages foes by causing them to fall upwards, then come crashing down. It does not matter if there is a roof above, as the effect is the same from one impact with the floor or two impacts from floor and ceiling. Flying creatures are affected normally, as the disruption of gravity disrupts their spatial sense. A flier that takes any damage ends up on the floor.  
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Arrow of time does [[Damage_Types_(Action)#Piercing|piercing]] damage. You step outside of time and hurl projectiles at the target. The projectiles move when time resumes. These attacks are completely unpredictable, the target cannot use [[Actions_(Action)#Trigger_Action |trigger actions]] of any kind in response to them.
  
===Reverse Gravity===
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=== Damocle's Arrow ===
{{Template:Ball (Action Powers)}}
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{{Template:Burst (Action Powers)}}
  
Reverse Gravity does [[Damage Types (Action)#Concussion | concussion damage]]. It damages foes by causing them to fall upwards, then come crashing down. It does not matter if there is a roof above, as the effect is the same from one impact with the floor or two impacts from floor and ceiling. Flying creatures are affected normally, as the disruption of gravity disrupts their spatial sense. A flier that takes any damage ends up on the floor.  
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Damocles Sword does does [[Damage_Types_(Action)#Piercing|piercing]] damage. You step outside of time and set up projectiles to hit each target. The projectiles move when time resumes. These projectiles are completely unpredictable, targets cannot use [[Actions_(Action)#Trigger_Action |trigger actions]] of any kind in response to them.
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=== Hail of Time ===
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{{Template:Cone (Action Powers)}}
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Arrow of time does [[Damage_Types_(Action)#Piercing|piercing]] damage. You step outside of time and hurl projectiles at the area. The projectiles move when time resumes. These projectiles are completely unpredictable, targets cannot use [[Actions_(Action)#Trigger_Action |trigger actions]] of any kind in response to them.
  
 
=== Time Cell ===
 
=== Time Cell ===
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Time Cells are not very stable, their existence are tied up to specific events or objects. You can prepare the cell in advance, putting a bound supernatural creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other means, the cell collapses. If two or more people are put into the cell, it lasts until all living people in the cell agree to depart.
 
Time Cells are not very stable, their existence are tied up to specific events or objects. You can prepare the cell in advance, putting a bound supernatural creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other means, the cell collapses. If two or more people are put into the cell, it lasts until all living people in the cell agree to depart.
  
The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then banish your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. In general, it takes an opposed skill check against whatever skill you used to create the trick to open a time cell; each failed roll indicates an hour is lost or that the victim takes a hit (depending on how the trap is built). A time cell can also be dispelled as a [[Curse (Action)|Curse]].
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The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then force your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. In general, it takes an opposed skill check against whatever skill you used to create the trick to open a time cell; each failed roll indicates an hour is lost or that the victim takes a hit (depending on how the trap is built). A time cell can also be dispelled as a [[Curse (Action)|Curse]].
  
 
A time cell can also be used as a retreat for study, healing and other activities you don't want interrupted. Characters in a time cell do not need to eat or drink and never run out of air. Time passes at the same rate inside and outside the cell, and it is possible to see out dimly.
 
A time cell can also be used as a retreat for study, healing and other activities you don't want interrupted. Characters in a time cell do not need to eat or drink and never run out of air. Time passes at the same rate inside and outside the cell, and it is possible to see out dimly.
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Finisher
 
Finisher
  
Time Tomb puts the target into suspended animation, removing him from the time stream until the effect collapses. He either ceases to exist in the meantime, or stands about still as a statue, impervious to all.
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Time Tomb puts the target into suspended animation, removing him from the time stream until the effect collapses. He either ceases to exist in the meantime, or stands about still as a statue, impervious to everything in normal time.
 
Time Tomb is normally permanent, but can be broken as a [[Curse (Action)|Curse]].
 
Time Tomb is normally permanent, but can be broken as a [[Curse (Action)|Curse]].

Revision as of 12:02, 1 February 2014

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Main article: Powers (Action)

Arrow of Time

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.

Arrow of time does piercing damage. You step outside of time and hurl projectiles at the target. The projectiles move when time resumes. These attacks are completely unpredictable, the target cannot use trigger actions of any kind in response to them.

Damocle's Arrow

Limit Break

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. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

Damocles Sword does does piercing damage. You step outside of time and set up projectiles to hit each target. The projectiles move when time resumes. These projectiles are completely unpredictable, targets cannot use trigger actions of any kind in response to them.

Hail of Time

Limit Break

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.

Arrow of time does piercing damage. You step outside of time and hurl projectiles at the area. The projectiles move when time resumes. These projectiles are completely unpredictable, targets cannot use trigger actions of any kind in response to them.

Time Cell

Limit Break

This effect is mostly for non-player characters to use on players. GMs are encouraged use this as a plot device; players can use it at the GMs whim, but it is generally much less interesting for them.

You wrest your target out of the time stream. He now exists in a pocket of time, an empty bubble with a diameter equal to your Magic in meters. He stays there until some set event causes the Time Cell to collapse, whereupon he is restored to his original position in time.

Time Cells are not very stable, their existence are tied up to specific events or objects. You can prepare the cell in advance, putting a bound supernatural creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other means, the cell collapses. If two or more people are put into the cell, it lasts until all living people in the cell agree to depart.

The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then force your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. In general, it takes an opposed skill check against whatever skill you used to create the trick to open a time cell; each failed roll indicates an hour is lost or that the victim takes a hit (depending on how the trap is built). A time cell can also be dispelled as a Curse.

A time cell can also be used as a retreat for study, healing and other activities you don't want interrupted. Characters in a time cell do not need to eat or drink and never run out of air. Time passes at the same rate inside and outside the cell, and it is possible to see out dimly.

Time Tomb

Finisher

Time Tomb puts the target into suspended animation, removing him from the time stream until the effect collapses. He either ceases to exist in the meantime, or stands about still as a statue, impervious to everything in normal time. Time Tomb is normally permanent, but can be broken as a Curse.