Difference between revisions of "Transmute Air (Action Powers)"
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Creatures whose [[Body (Action) |Body]] exceeds your [[Mind (Action)|Mind]] counts as one additional creature per point in excess. | Creatures whose [[Body (Action) |Body]] exceeds your [[Mind (Action)|Mind]] counts as one additional creature per point in excess. | ||
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===Wind Wall=== | ===Wind Wall=== |
Revision as of 09:50, 30 January 2012
Templates for Action |
Ether Cyclone
Basic Action
You call a storm in the ether, that disrupts teleportation and other planar travel. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but there is a clash of thunder and the teleportee is dazed, making him loose all shots for this and the next round.
Ether Cyclone covers a radius equal to your Create roll and lasts for a scene.
Fresh Air
Basic Action
You renew the quality of air, making it breathable and refreshing. You cannot create air where there is no room for it, so you cannot create air under water or inside packed earth, but you can create fresh air inside a creature's lungs. A single application will create enough air for a single creature for one hour; you can easily maintain the air for a number of creatures equal to your skill using this power; more with constant effort.
Creatures whose Body exceeds your Mind counts as one additional creature per point in excess.
Wind Wall
Limit Break
A churning mass of volatile air can be used to block ranged attacks, fliers, and nastiness like gas and gouts of flame. The wall can be formed as a cloud, plane or sphere. It can be transparent or misty and translucent, as you desire.
The wall has a duration (in minutes) and a maximum dimensions (in meters) equal to the Create roll that created it. Within this volume, you can shape it as you wish.
Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your Create. Simply moving through the wall is hard and requires a Maneuver roll against your Create. Those failing to pass through the Wind Wall are tossed back to where they started and lose the rest of their action, but not directly harmed.