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> | ||
− | ===Banishing Ball === | + | === Banish === |
+ | {{Template:Blast (Action Powers)}} | ||
+ | The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher. | ||
+ | {{Template:Banish (Action)}} | ||
+ | |||
+ | === Banishing Ball === | ||
{{Template:Ball (Action Powers)}} | {{Template:Ball (Action Powers)}} | ||
+ | The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher. | ||
+ | {{Template:Banish (Action)}} | ||
− | + | === Space Binding === | |
+ | Finisher | ||
− | + | You create a space link between yourself and the target for the rest 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 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 [[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. | ||
− | === | + | === The Storm Reverses === |
− | + | Trigger Action (Defense) | |
− | + | 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
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.