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

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Basic Action
 
Basic Action
  
Make an unarmed attack against an opponent for Body +0 [[Damage_Types_(Action)#Blunt|Blunt]] damage soaked by [[Body (Action)|Body]]; if successful, the opponent is thrown a number of meters equal to the margin of damage in the direction of your choice. If the target is thrown, he also loses a shot regaining his balance.
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Make an unarmed attack against an opponent for Body +4 [[Damage_Types_(Action)#Blunt|Blunt]] damage soaked by [[Body (Action)|Body]]; if successful, the opponent is thrown a number of meters equal to the damage margin in a direction of your choice. If the target is thrown, he also loses a shot regaining his balance.
  
 
===Humility of the Soil===
 
===Humility of the Soil===
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{{:Create_Weapon_(Action_Powers)}}
 
{{:Create_Weapon_(Action_Powers)}}
  
This power can create maces, mauls, clubs, hammers, and shields.
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This power can create maces, mauls, clubs, hammers, bucklers, and fist weapons.
  
 
===Stone Skin===
 
===Stone Skin===
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Trigger Action
 
Trigger Action
  
When an opponent hits you with a [[Melee (Action)|Melee]] attack, you can make their weapon or limb get stuck in you. Make an opposed [[Melee (Action)|Melee]] check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's [[Body (Action)|Body]], both effects happen. An unarmed attacker cannot be disarmed and can only lose shots.
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When an opponent hits you with a [[Melee (Action)|Melee]] attack, you can make their weapon or limb get stuck in you. Make an opposed [[Melee (Action)|Melee]] check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's [[Body (Action)|Body]], both effects happen. A creature that would be disarmed but does not use a weapon instead becomes unable to take Trigger Actions until their next shot comes up.
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An unarmed attacker that loses shots lose their next action, while an unnamed attacker that is disarmed is defeated.

Latest revision as of 09:21, 28 March 2023

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Main article: Powers (Action)

Calcifying Touch

Inherent

You can make a Melee Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is your Mind +2. 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.

Diamond Edge

Stance (Damage Boost)

You imbue a melee weapon with the power of stone, covering it with heavy rocks or sharp crystals. This increases the damage rating of the attack by +2. This is physical damage of the same type the weapon normally does. A weapon that does not do physical damage cannot benefit form this power.

You can only benefit from one damage-boost stance at a time.

Footstomp

Limit Break

Standing on solid ground, you strike the earth, making it lash out against nearby enemies touching the same solid surface. You attack all enemies standing on the ground in a globe with a diameter of five meters meters with you at the center. Damage is Body +4 Blunt. You cannot use this power while flying, swimming, or otherwise not firmly grounded.

Heaven Cannon

Basic Action

Make an unarmed attack against an opponent for Body +4 Blunt damage soaked by Body; if successful, the opponent is thrown a number of meters equal to the damage margin in a direction of your choice. If the target is thrown, he also loses a shot regaining his balance.

Humility of the Soil

Trigger Action (Defense)

Brace yourself while touching the ground or against some other solid surface such as a concrete wall. You use the strength of the earth as a shield against a single attack, letting it take most of the damage. Substitute your Melee for your Toughness to soak damage for the shot.

Stone Mace

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 maces, mauls, clubs, hammers, bucklers, and fist weapons.

Stone Skin

Trigger Action (Defense)

Your body is hard as stone, and anyone striking you is up for a jarring shock.

Use this power as you are hit in close combat. The attacker takes Blunt damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Stone Skin, the damage you inflict will increase. Does not work against a flexible weapon or grappling technique. This can be used at the same time as Humility of the Soil.

Stone Strike

Inherent

You can make melee attacks that do Body +4 Blunt damage, soaked by Toughness. The strike is so massive that it cannot be Blocked or Parried. A flying target descends your Shoot meters and if it hits the ground, it cannot take off again in this round.

Tremor

Trigger Action

Use this after you have take a Hit. Your opponent's attack starts a tremor in your body, building up for a future attack. Your next Melee attack is at +3 Action Value. Powers that give a bonus to attacks are not cumulative.

Sword in Stone

Trigger Action

When an opponent hits you with a Melee attack, you can make their weapon or limb get stuck in you. Make an opposed Melee check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's Body, both effects happen. A creature that would be disarmed but does not use a weapon instead becomes unable to take Trigger Actions until their next shot comes up. An unarmed attacker that loses shots lose their next action, while an unnamed attacker that is disarmed is defeated.