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

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(Burst of Speed)
m (Fire flight -> Rocket)
 
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Stance
 
Stance
  
Select a vehicle or [[Fire Elemental (Action)|Fire Elemental]] you touch; its [[Move (Action)|Move]] is increased by +2. You need not continue to touch it to maintain the stance.
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Select a vehicle or [[Fire Elementals (Action Creatures)|Fire Elemental]] you touch; its [[Move (Action)|Move]] is increased by +2.
  
=== Fireflight ===
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=== Fiery Visions ===
Stance
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Limit Break
  
Heat and combustion lets you fly, but you do so in a somewhat haphazard manner. You can move through the air instead of along the ground, but you do so in a spectacular and highly visible manner. In addition, you cannot move slowly; you either hover or move at at least half your full speed.
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You can see trough any open flame. You must either know the flame is there, or focus on an area to see trough the largest flame present there. A larger flame gives you a clearer vision. Considering how ubiquitous fire is in most fantasy settings, this is quite handy, especially if used at evening gathering hours. Range is not a factor. The power lets you look through several fires with each use, letting you look around for the information you seek.
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{{ : Scry (Action)}}
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You can give someone staring into a fire you are scrying a simple vision or short message, this ends the power. If you and the target both have this power, you can use it to converse.
  
 
===Flame Walk===
 
===Flame Walk===
 
Basic Action or Limit Break
 
Basic Action or Limit Break
  
You can combust yourself, only to appear moments later in another fire. You must begin inside a fire, taking normal damage. You then [[Teleport (Action)|teleport]] to another fire whose location you know of. Both fires must be large enough that you can stand in; a large campfire or brazier will do for a human. The difficulty is the square root of the distance in meters. If performed as a limit break, the distance is the same, but in kilometers.
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You combust, only to appear moments later in a burst of flame. You [[Teleport (Action)|teleport]] either to or from a fire large enough for you to stand in; a large campfire or brazier will do for a human. Roll for this as if it was a ranged attack with a difficulty determined by [[Cover_(Action)|Cover]] and with normal [[Range_(Action)|Range]] modifiers.  On a failed roll, you either fail to teleport or suffer a [[Setback (Action)|Setback]], as appropriate. If performed as a limit break, you must teleport from one fire to another, but ignore range modifiers and cover - you need only imagine a location and you will arrive in the nearest suitable conflagration.
 
 
You are expected to use other fire powers to locate, create, and protect yourself from the fires you use. If the fire you intended to walk into isn't there, you instead appear in the closest fire large enough to hold you.
 
  
===Hot Feet===
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=== Rocket ===
Basic Action
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{{ : Fly (Action)}}
  
You can run up to four times your normal speed on any surface, even ones that could not normally carry your weight. Examples include water, thread-thin lines or the leaves of trees. You can also run on walls or across ceiling, but you cannot end your move in an inverted position.
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This power uses heat and combustion to fly in a spectacular, highly visible, and  somewhat haphazard manner.

Latest revision as of 09:13, 27 July 2021

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Main article: Powers (Action)

Burst of Speed

Stance

Select a vehicle or Fire Elemental you touch; its Move is increased by +2.

Fiery Visions

Limit Break

You can see trough any open flame. You must either know the flame is there, or focus on an area to see trough the largest flame present there. A larger flame gives you a clearer vision. Considering how ubiquitous fire is in most fantasy settings, this is quite handy, especially if used at evening gathering hours. Range is not a factor. The power lets you look through several fires with each use, letting you look around for the information you seek.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

You can give someone staring into a fire you are scrying a simple vision or short message, this ends the power. If you and the target both have this power, you can use it to converse.

Flame Walk

Basic Action or Limit Break

You combust, only to appear moments later in a burst of flame. You teleport either to or from a fire large enough for you to stand in; a large campfire or brazier will do for a human. Roll for this as if it was a ranged attack with a difficulty determined by Cover and with normal Range modifiers. On a failed roll, you either fail to teleport or suffer a Setback, as appropriate. If performed as a limit break, you must teleport from one fire to another, but ignore range modifiers and cover - you need only imagine a location and you will arrive in the nearest suitable conflagration.

Rocket

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.

This power uses heat and combustion to fly in a spectacular, highly visible, and somewhat haphazard manner.