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

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Creatures within [[Ride (Action)|Ride]] meters and to all who can see you. Creatures in this area are prone to violence and will fight at the drop of a hat.  
 
Creatures within [[Ride (Action)|Ride]] meters and to all who can see you. Creatures in this area are prone to violence and will fight at the drop of a hat.  
  
Any time a creature in the area is successfully [[Stunt_(Action)#Interaction_Stunts|interacted with]] using [[Charm (Action)|Charm]] or [[Impress (Action)|Impress]] , it must attack on its next action if there are any enemies present. On a Setback result, it must attack either way, possibly striking a nearby friend, and will continue to attack enemies each time their shot comes up for the rest of the round. This is in addition to the normal effect of the interaction.
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Any time a creature in the area is successfully [[Stunt_(Action)#Interaction_Stunts|interacted with]] using [[Charm (Action)|Charm]] or [[Impress (Action)|Impress]], it must attack on its next action if there are any enemies present. On a Setback result, it must attack either way, possibly striking a nearby friend, and will continue to attack enemies each time their shot comes up for the rest of the round. This is in addition to the normal effect of the interaction.
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=== Weather Control ===
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Basic Action or Limit Break
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This allows you to control the weather is a fairly small area, such as a small field, square, or large room (radius in meter equal to your [[Ride (Action)|Ride]] roll). Indoors, this becomes the diameter instead of radius.
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You can create any type of weather condition that could naturally occur in the area. The change is instantaneous and maintained by the power for a scene; if the power is negated natural weather conditions quickly return. If the weather you create is completely out of season or unreasonable in the locale, it takes a Limit Break to create even the smaller version.
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If the weather has a damaging side effect, such as a tornado, fist-sized hail, or lightning, this damage is random; you cannot control how it strikes. Other than this, you can control how the weather manifests, even creating different conditions in different areas, as long as such conditions could naturally coexist.
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If this is used as a Limit Break rather than a basic action, the area affected is much larger and can be increased with successive uses; the diameter of the effect is one kilometer and each additional use of the power doubles the diameter.
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[[Maneuver (Action)|Maneuver]] and [[Ride (Action)|Ride]] rolls to avoid the effects of the conditions you create generally have a difficulty equal to your [[Ride (Action)|Ride]].
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* '''Cold''' Sends people inside in search of shelter. Forces opponents to don awkward and constraining heavy coats, scarves, and gloves. Causes guards to huddle together around heaters and fires, abandoning their posts. (No, this isn't mind control: these are things that might naturally occur as a result of cold weather.)
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* '''Fog''' You can create a cloud of thick and concealing fog. The fog is opaque but not transparent; it is only possible to see what is near, perception rolls and ranged attacks suffer a penalty of -1 per meter of distance  and it provides cover to [[Sneak (Action)|Sneak]]. At a distance greater than an observers [[Mind (Action)|Mind]] in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area.
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* '''Heat and Humidity''' Causes suffering to opponents wearing armor or heavy coats to conceal their portable arsenals. Accelerates rot and decay.
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* '''Mist''' You can create a cloud of vaporous mist full of misleading shapes. Provides cover to [[Sneak (Action)|Sneak]], and you can concentrate it in certain areas and leave enemies exposed. Causes your enemies to be confused and separated.
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* '''Rain''' Mires enemy vehicles in mud and makes hard surfaces slick. Clears the streets of pesky bystanders. Eventually puts out wildfires.
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* '''Snow''' Snarls traffic. Causes flight cancellations. Obscures vision. Can cause sleet, making the ground treacherous to walk on.
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* '''Thunder''' Impresses mooks and other underlings. Obscures sounds. Causes animals to stampede in terror. Provides very powerful (if brief) illumination that you can time as you like.
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* '''Wind''' Blows away light objects. Damages buildings, knocks down trees and power lines. Creates sandstorms or snowstorms, which obscure vision and demoralizes foes. Makes water and air travel hazardous.

Latest revision as of 17:59, 28 August 2021

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Templates for Action
Main article: Powers (Action)

Cloud Travel

Basic Action or Limit Break

You teleport from a cloud to cloud. You movie into a cloud or mist dense enough to hide you completely from everyone not included in this power, only to appear moments later from another cloud. Roll for this as if it was a ranged attack with a difficulty determined by Cover and with normal Range modifiers. You ignore difficulties from concealment based on air, such as clouds of vapor, smoke, or dust. On a failed roll, you either fail to teleport or suffer a Setback, as appropriate. If performed as a limit break, you ignore range modifiers and ignore sight obstructions - only hard cover counts. You can specify a destination and will arrive in the nearest suitable cloud.

If using Flying Carpet to enter the cloud, you and all passengers can teleport together.

Flight Boost

Stance

Touch a vehicle or creature capable of flight; its Move is increased by +2 when flying. You need not continue to touch the creature to maintain this stance.

Fly

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.

Flying Carpet

Basic Action

You lift a large flat object, such as a carpet, and turn it into a conveyance that can carry passengers or cargo. The carpet has a Body and Move equal to your Ride and carries things like a creature of its strength. It must be no more than Mind meters from corner to corner. If you sit on the carpet it works like an open vehicle. Everything on the carpet is protected from slipstream. You can remote control its movement as a basic action, but if it is distance from you normal range penalties apply to your control rolls.

You can only control one object at a time. If you let go of control of an object or move out of range, it moves towards the ground at full speed and lands safely after a harrowing dive.

You can lift objects other than carpets this way as long as they are reasonably large and have a flat underside - carriages and cars come to mind. However, in this case the weight of the object counts against the weight capacity of the power.

Phantom Steed

Basic Action

You create a mount made that only you can ride. This mount has Body, Reflexes and Speed equal to your Mind or your value in the attribute in question, whichever is higher, and a Dodge and Maneuver skill equal to your Ride. When others try to ride your spectral mount, it is insubstantial. It can be attacked and is an unnamed creature. The mount disappears when you dismount but is otherwise tireless.

You can create a spectral mount for another rider, using your Mind but that creature's value in the other attributes and in the Ride skill.

Planar Pursuit

Basic Action

You can Track another creature through the air and even through other dimensions. You must start with a spoor that is no more than one day old. When Tracking successfully, you are not only able to track the creature, you can follow it through any Teleports it uses, following it with single-minded determination.

War Rider

Basic Action

You carry an aura of war along with you until the end of the next round. Creatures within Ride meters and to all who can see you. Creatures in this area are prone to violence and will fight at the drop of a hat.

Any time a creature in the area is successfully interacted with using Charm or Impress, it must attack on its next action if there are any enemies present. On a Setback result, it must attack either way, possibly striking a nearby friend, and will continue to attack enemies each time their shot comes up for the rest of the round. This is in addition to the normal effect of the interaction.

Weather Control

Basic Action or Limit Break

This allows you to control the weather is a fairly small area, such as a small field, square, or large room (radius in meter equal to your Ride roll). Indoors, this becomes the diameter instead of radius. You can create any type of weather condition that could naturally occur in the area. The change is instantaneous and maintained by the power for a scene; if the power is negated natural weather conditions quickly return. If the weather you create is completely out of season or unreasonable in the locale, it takes a Limit Break to create even the smaller version.

If the weather has a damaging side effect, such as a tornado, fist-sized hail, or lightning, this damage is random; you cannot control how it strikes. Other than this, you can control how the weather manifests, even creating different conditions in different areas, as long as such conditions could naturally coexist.

If this is used as a Limit Break rather than a basic action, the area affected is much larger and can be increased with successive uses; the diameter of the effect is one kilometer and each additional use of the power doubles the diameter.

Maneuver and Ride rolls to avoid the effects of the conditions you create generally have a difficulty equal to your Ride.

  • Cold Sends people inside in search of shelter. Forces opponents to don awkward and constraining heavy coats, scarves, and gloves. Causes guards to huddle together around heaters and fires, abandoning their posts. (No, this isn't mind control: these are things that might naturally occur as a result of cold weather.)
  • Fog You can create a cloud of thick and concealing fog. The fog is opaque but not transparent; it is only possible to see what is near, perception rolls and ranged attacks suffer a penalty of -1 per meter of distance and it provides cover to Sneak. At a distance greater than an observers Mind in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area.
  • Heat and Humidity Causes suffering to opponents wearing armor or heavy coats to conceal their portable arsenals. Accelerates rot and decay.
  • Mist You can create a cloud of vaporous mist full of misleading shapes. Provides cover to Sneak, and you can concentrate it in certain areas and leave enemies exposed. Causes your enemies to be confused and separated.
  • Rain Mires enemy vehicles in mud and makes hard surfaces slick. Clears the streets of pesky bystanders. Eventually puts out wildfires.
  • Snow Snarls traffic. Causes flight cancellations. Obscures vision. Can cause sleet, making the ground treacherous to walk on.
  • Thunder Impresses mooks and other underlings. Obscures sounds. Causes animals to stampede in terror. Provides very powerful (if brief) illumination that you can time as you like.
  • Wind Blows away light objects. Damages buildings, knocks down trees and power lines. Creates sandstorms or snowstorms, which obscure vision and demoralizes foes. Makes water and air travel hazardous.