Difference between revisions of "Blast Space (Action Powers)"

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
  
===Disrupting Shockwave ===
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=== Banish ===
{{Template:Burst (Action Powers)}}
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{{Template:Blast (Action Powers)}}
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The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher.
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{{Template:Banish (Action)}}
  
Disrupting Shockwave does [[Damage_Types_(Action)#Wounding|Wounding]] damage soaked by [[Toughness (Action)|Toughness]], trying to teleport a part of each target.
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=== Banishing Ball ===
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{{Template:Ball (Action Powers)}}
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The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher.
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{{Template:Banish (Action)}}
  
=== Disruption Bolt ===
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=== Space Binding ===
{{Template:Blast (Action Powers)}}
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Finisher
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You create a space link between yourself and the target for the rest of the scene.
  
Disruption Bolt does [[Damage_Types_(Action)#Wounding|Wounding]] damage soaked by [[Toughness (Action)|Toughness]], trying to teleport a part of the target.
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When you [[Move_Space_(Action_Powers)#Dimension_Door|Dimension Door]], [[Move_Space_(Action_Powers)#Teleport|Teleport]], or [[Summon_Space_(Action_Powers)#Plane_Shift|Plane Shift]], you can bring the target of Space Binding to the same spot you teleported to. You can also use one of these powers to teleport only the target without going along yourself.
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You can affect the target as if you were touching him, ignoring modifiers for visibility cover, range, and obstructions.
  
=== Forced Teleport ===
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=== Spacial Point-Blank ===
Trigger Action (Finisher)
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Limit Break
  
Until the end of the scene, when you [[Move_Space_(Action_Powers)#Dimension_Door|Dimension Door]], [[Move_Space_(Action_Powers)#Teleport|Teleport]], or [[Summon_Space_(Action_Powers)#Plane_Shift|Plane Shift]], you can bring the target of Forced Teleport along. You need to touch him when you teleport, but not when you use this power.
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You create a unity of space between your weapon and the target, firing point-blank even at distant targets.
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Make a [[Blast_(Action_Powers_Technique)#Normal_Ranged_Attack|Normal Ranged Attack]] that ignore modifiers for cover, range, and obstructions. You must be able to see where the target is, but there does not need to be a line of effect for the shot.
  
=== Teleport Pull ===
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=== The Storm Reverses ===
Trigger Action (Combo)
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Trigger Action (Defense)
  
When you cause a [[Hit (Action)|Hit]] on a target with a [[Shoot (Action)|Shoot]] attack, you can chose to teleport the target to a location adjacent to you where he can stand safely. At your option you can make the attack do no damage, using this to pull a friend.
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Use this after you've been missed of failed to be damaged by a [[Blast_(Action_Powers_Technique)#Blast_Powers|Shoot Attack]]. You can return the attack against the attacker using your own attributes and [[Shoot (Action)|Shoot]], just as if you had just spent the action to use it. You cannot affect anyone except the original attacker, even if the reflected attack was originally an area attack or otherwise affected several targets.

Latest revision as of 14:27, 22 April 2023

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Templates for Action
Main article: Powers (Action)

Banish

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. The target can use Body as Dodge if Body is higher. This does Concussion damage soaked by Reflexes, trying to teleport the target. A target can negate the damage by accepting to be teleported to a random safe spot within you Mind kilometers. If the target takes a Damage Setback, he is always teleported. A target that is under an effect that hinders teleportation can add his Body to his Reflexes to soak, but can still be teleported.

If you know certain other powers, you can change where targets end up when they get teleported.

  • Dimension Door: At a spot of your choice within 100 meters where the target is not in immediate danger.
  • Plane Shift: On a plane selected by the GM as appropriate to the creature, eother poetic justice or to its home plane if different from where you are.

If this is used to teleport several creatures in the same scene, they all end up at the same destination.

Banishing Ball

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. The target can use Body as Dodge if Body is higher. This does Concussion damage soaked by Reflexes, trying to teleport the target. A target can negate the damage by accepting to be teleported to a random safe spot within you Mind kilometers. If the target takes a Damage Setback, he is always teleported. A target that is under an effect that hinders teleportation can add his Body to his Reflexes to soak, but can still be teleported.

If you know certain other powers, you can change where targets end up when they get teleported.

  • Dimension Door: At a spot of your choice within 100 meters where the target is not in immediate danger.
  • Plane Shift: On a plane selected by the GM as appropriate to the creature, eother poetic justice or to its home plane if different from where you are.

If this is used to teleport several creatures in the same scene, they all end up at the same destination.

Space Binding

Finisher

You create a space link between yourself and the target for the rest of the scene.

When you Dimension Door, Teleport, or Plane Shift, you can bring the target of Space Binding to the same spot you teleported to. You can also use one of these powers to teleport only the target without going along yourself. You can affect the target as if you were touching him, ignoring modifiers for visibility cover, range, and obstructions.

Spacial Point-Blank

Limit Break

You create a unity of space between your weapon and the target, firing point-blank even at distant targets. Make a Normal Ranged Attack that ignore modifiers for cover, range, and obstructions. You must be able to see where the target is, but there does not need to be a line of effect for the shot.

The Storm Reverses

Trigger Action (Defense)

Use this after you've been missed of failed to be damaged by a Shoot Attack. You can return the attack against the attacker using your own attributes and Shoot, just as if you had just spent the action to use it. You cannot affect anyone except the original attacker, even if the reflected attack was originally an area attack or otherwise affected several targets.