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

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(Magnetic Navigation)
 
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Inherent
 
Inherent
  
You always know magnetic north and gain a +3 bonus in Ride checks made to navigate. You can sense magnetic fields and know the distance and direction from the emitter.
+
You always know magnetic north and gain a +3 bonus in Ride checks made to navigate as long as there is a magnetic field to help you - like  the natural magnetism of Earth or the sun in space. You can sense magnetic fields and know the distance and direction from the emitter.

Latest revision as of 13:28, 17 August 2018

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Main article: Powers (Action)

Electric Teleport

Limit Break

You can Teleport to any point along an electric connection; a wire, cable or other continuous metal, such as a railroad track. During a lightning storm you can teleport to any point where there is currently a lightning storm; this calls a lightning bolt to strike each location.

Lightning Conductor

Basic Action

Substitute your Move with your Ride as long as you move along any metallic surface, even if friction-less, vertical, or inverted. You can move your Ride in a straight line or along a metallic surface as a basic action. This is the only way you can use this increased speed, but you can do this as part of a chase.

Magnetic Navigation

Inherent

You always know magnetic north and gain a +3 bonus in Ride checks made to navigate as long as there is a magnetic field to help you - like the natural magnetism of Earth or the sun in space. You can sense magnetic fields and know the distance and direction from the emitter.