Difference between revisions of "Shapeshift Force (Action Powers)"

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
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=== Animate Objects ===
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Basic Action
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You can imbue existing unattended objects with mobility and a rudimentary mind.
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This lasts until the end of the next round, but you can spend another Basic Action to renew the effect.
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You can either animate one object as a [[Creature_Rules_(Action)#Henchman|Henchman]] or a number of objects equal to your [[Reflexes (Action)|Reflexes]] as a group of identical [[Creature_Rules_(Action)#Minion.2FVictim|Minions]].
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:[[Body (Action)|Body]] depends on the mass of the object.
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:[[Reflexes (Action)|Reflexes]] is equal to your [[Maneuver (Action)|Maneuver]] minus the object's [[Body (Action)|Body]].
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:[[Mind (Action)|Mind]] is 1.
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:[[Move (Action)|Move]] is 4. They cannot fly but can move as if they were wielded by a human, which can give the impression they can fly.
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:They have the [[Dodge_All_(Action_Powers)#Impassive|Impassive]] and [[Dodge_All_(Action_Powers)#Varmint|Varmint]] powers.
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:They have [[Melee (Action)|Melee]] and [[Dodge (Action)|Dodge]] equal to your [[Maneuver (Action)|Maneuver]] and can make a melee attack for [[Body (Action)|Body]] +2  damage of a type appropriate to their form.
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:[[Maneuver (Action)|Maneuver]] equal to the object's [[Reflexes (Action)|Reflexes]]
  
 
=== Inertial Dampening ===
 
=== Inertial Dampening ===
 
Trigger Action (Defense)
 
Trigger Action (Defense)
  
When a target in sight is about to take [[Damage_Types_(Action)#Concussion|Concussion]] damage, you can reduce the amount of damage taken by your [[Maneuver (Action)|Maneuver]].
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When a target in sight is about to take [[Damage_Types_(Action)#Concussion|Concussion]] damage, you can add your your [[Maneuver (Action)|Maneuver]] to the targets [[Reflexes (Action)|Reflexes]] to soak that damage.
  
 
=== Levitate ===
 
=== Levitate ===

Latest revision as of 15:01, 22 October 2021

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Templates for Action
Main article: Powers (Action)

Animate Objects

Basic Action

You can imbue existing unattended objects with mobility and a rudimentary mind. This lasts until the end of the next round, but you can spend another Basic Action to renew the effect. You can either animate one object as a Henchman or a number of objects equal to your Reflexes as a group of identical Minions.

Body depends on the mass of the object.
Reflexes is equal to your Maneuver minus the object's Body.
Mind is 1.
Move is 4. They cannot fly but can move as if they were wielded by a human, which can give the impression they can fly.
They have the Impassive and Varmint powers.
They have Melee and Dodge equal to your Maneuver and can make a melee attack for Body +2 damage of a type appropriate to their form.
Maneuver equal to the object's Reflexes

Inertial Dampening

Trigger Action (Defense)

When a target in sight is about to take Concussion damage, you can add your your Maneuver to the targets Reflexes to soak that damage.

Levitate

Stance

You can move through the air instead of along the ground.

Telekinetic Hand

Stance

You can manipulate objects within Mind meters of you, just as if you were using your regular hands. This allows you to perform basic tasks, melee attacks, and such at a limited range - which often lets you position yourself out of harms way. This cannot be used with area attacks.