Difference between revisions of "Transmute Air (Action Powers)"
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===Wind Wall=== | ===Wind Wall=== | ||
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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. | 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. |
Revision as of 16:22, 5 November 2010
Templates for Action |
Control Weather
Basic Action or Limit Break
This allows you to control the weather is a fairly small area, such as a field, square, or large room (about 100 meter diameter). You can create any type of weather condition that could naturally occur in the area. The change is instantaneous and maintained by the power; it the power is disrupted natural weather conditions quickly return.
If the weather has a damaging side effect, such as a tornado, fist-sized hail, or lightning, this damage is random; you cannot control how it strikes. Other than this, you can control how the weather manifests, creating for in a part of the area and wind in another, as long as such conditions could naturally coexist.
If this is used as a Limit Break rather than a basic action, the area affected is much larger and can be increased with successive uses; the diameter of the effect is one kilometer and each additional use of the power doubles the diameter.
- Cold Sends people inside in search of shelter. Forces opponents to don awkward and constraining heavy coats, scarves, and gloves. Causes guards to huddle together around heaters and garbage-can bonfires, abandoning their posts. (No, this isn't mind control: these are things that might naturally occur as a result of cold weather.)
- Fog You can create a cloud of thick and concealing fog. For those blinded, halve Move, and all Spot tests and ranged attacks suffer a penalty of one per meter in the fog. Seeing more than a meter through this fog is hard.
- Heat and Humidity Causes suffering to opponents wearing armor or heavy coats to conceal their portable arsenals. Accelerates rot and decay.
- Mist You can create a cloud of vaporous mist full of misleading shapes. Provides concealment for you and your allies. Causes your enemies to be confused and separated.
- Rain Mires enemy vehicles in mud. Clears the streets of pesky bystanders. Puts out any persistent fires.
- Snow Snarls traffic. Causes flight cancellations. Obscures vision. Can cause sleet, making the ground treacherous to walk on.
- Thunder Impresses mooks and other underlings. Obscures sounds. Causes animals to stampede in terror.
- Wind Blows away light objects. Damages buildings, knocks down trees and power lines. Creates sandstorms, which obscure vision and demoralizes foes.
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. 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 Chi 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.