Difference between revisions of "Transmute Water (Action Powers)"

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m (Wall of Water)
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Basic Action
 
Basic Action
  
A churning mass of water can be used to block ranged attacks, fliers, and nastiness like gas and gouts of flame. The wall can be formed as a standing wave, plane or sphere. The water in the wall disappears when the power ends; it can't be used a s a source of sustenance.
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You create a mass of churning water in a cube with a side of up to three meters. Several such masses can be created next to each other in order to form a wall.  
  
The wall has a duration (in minutes) and a maximum length (in meters) equal to the skill roll that created it. The maximum height is one-third this value and thickness one-tenth this value. It can curve or bend as you wish. Creating the wall away from a body of water halves all dimensions.
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Ranged attacks cannot penetrate the sides of the wall. Any action or stunt trying to act trough the churning waters has a minimum difficulty equal to your [[Create (Action(|Create]]. Moving trough the water requires a [[Maneuver_(Action)#Swim|Swim]] check against your [[Create (Action(|Create]]. You can designate up to your [[Mind (Action)|Mind]] creatures that can move trough the wall without having to roll.
  
Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your power skill. Simply moving through the wall is hard and requires a [[Stunt (Action)|Stunt]] roll against your skill. Those failing to pass through the Wall of Water are tossed back to where they started, but not directly harmed.
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The water wall lasts for a scene, or you can dispel any number of water walls you've created as a Basic Action. The water in the wall disappears when the power ends; it can't be used as a source of sustenance.
  
 
===Wellspring===
 
===Wellspring===

Revision as of 10:14, 31 May 2011

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Main article: Powers (Action)

Wall of Water

Basic Action

You create a mass of churning water in a cube with a side of up to three meters. Several such masses can be created next to each other in order to form a wall.

Ranged attacks cannot penetrate the sides of the wall. Any action or stunt trying to act trough the churning waters has a minimum difficulty equal to your Create. Moving trough the water requires a Swim check against your Create. You can designate up to your Mind creatures that can move trough the wall without having to roll.

The water wall lasts for a scene, or you can dispel any number of water walls you've created as a Basic Action. The water in the wall disappears when the power ends; it can't be used as a source of sustenance.

Wellspring

Limit Break

You can create and purify water. The difficulty depends on how alien the area is to water; from as high as 20 in the deep desert to 15 in arid conditions, 10 in temperate but dry areas, 5 in tropical or humid areas and zero in swamps or near bodies of water. Success creates a flow of water that lasts for the rest of the scene.

This can be a wellspring of drinkable, fresh water. Depending on the outcome this can be a trickle (zero outcome) or stream (10), but in either case it is sufficient to replenish water supplies.

Or you can make a flood of impure water that is no good for drinking, but which can nurture plants and which makes the nearby area (diameter of 10 meters per point of outcome) slippery, muddy and waterlogged. This creates Difficult ground.