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

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You can analyze the properties of any electric or magnetic phenomena within reach, even if it is behind a non-conductive shell, inside a container, or otherwise separated from you. You learn the exact properties of the phenomena and whether it has been affected by any powers recently.
 
You can analyze the properties of any electric or magnetic phenomena within reach, even if it is behind a non-conductive shell, inside a container, or otherwise separated from you. You learn the exact properties of the phenomena and whether it has been affected by any powers recently.
 
=== Detect Trap ===
 
''Create
 
Basic Action
 
 
You can sense the pent-up energy in a [[Transmute_(Action_Powers_Technique)#Set_Trap|Trap]]. Make a [[Recon (Action)|Recon]] roll against the [[Create (Action)|Create]] of each trap within [[Recon (Action)|Recon]] meters.
 
  
 
=== Ether Static===
 
=== Ether Static===
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If your concentration is broken (typically a [[Setback (Action)|Setback]]) the wall disappears.  
 
If your concentration is broken (typically a [[Setback (Action)|Setback]]) the wall disappears.  
  
Passing through the wall inflicts [[Damage_Types_(Action)#Electricity|Electric Damage]] equal to your power skill rating; this attack always hits, but the target can substitute [[Dodge (Action) | Dodge]] for [[Toughness (Action)|Toughness]] to soak it as a Basic Action stunt when moving trough. Any attempt to [[Teleport (Action)|Teleport]], do [[Damage_Types_(Action)#Energy|Energy Damage]], use [[Electricity_(Action_Powers_Form)|Electricity]] or [[Technology_(Action_Powers_Form)|Technology]] Form powers, or use radio or electronics through this wall suffers a penalty equal to your [[Create (Action)|Create]]
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Passing through the wall inflicts [[Damage_Types_(Action)#Electricity|Electric Damage]] equal to your power skill rating; this attack always hits, but the target can substitute [[Dodge (Action) | Dodge]] for [[Toughness (Action)|Toughness]] to soak it as a Basic Action stunt when moving trough. Any attempt to [[Teleport (Action)|Teleport]], do [[Damage_Types_(Action)#Energy|Energy Damage]], use [[Electricity_(Action_Powers_Form)|Electricity]] or [[Technology_(Action_Powers_Form)|Technology]] Form powers, or use radio or electronics through this wall suffers a penalty equal to your [[Create (Action)|Create]].
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=== Spot Trap ===
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Basic Action
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You can sense the pent-up energy in a [[Transmute_(Action_Powers_Technique)#Set_Trap|Trap]]. This works as [[Transmute_(Action_Powers_Technique)#Examine|Examine]], but only against traps and electric power-lines and devices.

Revision as of 12:20, 6 April 2018

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Templates for Action

Analyze Electricity

Basic Action

You can analyze the properties of any electric or magnetic phenomena within reach, even if it is behind a non-conductive shell, inside a container, or otherwise separated from you. You learn the exact properties of the phenomena and whether it has been affected by any powers recently.

Ether Static

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 round.

Ether Static covers a radius equal to your Create roll and lasts for a scene.

Electric Fence

Basic Action

A churning mass of electricity blocks passage and powers. The wall can be formed as a cloud, plane or sphere. It is transparent or but crackles and glows.

As a basic action you can create a 3 by 3 meter surface of electric fencing. You can spend multiple basic actions to build a large continuous electric fence, but no dimension of such an electric fence can be more than your Create in meters. If you create a continuous barrier hedging an area, you can create a roof and floor as well with no additional effort.

The wall is stationary relative to its frame of reference - if created on a vehicle it moves with that vehicle. It is unaffected by gravity and can be placed wholly or partially inside material objects. Any creature inside the wall when it appears is pushed to either side of it - the creature chooses which side.

If your concentration is broken (typically a Setback) the wall disappears.

Passing through the wall inflicts Electric Damage equal to your power skill rating; this attack always hits, but the target can substitute Dodge for Toughness to soak it as a Basic Action stunt when moving trough. Any attempt to Teleport, do Energy Damage, use Electricity or Technology Form powers, or use radio or electronics through this wall suffers a penalty equal to your Create.

Spot Trap

Basic Action

You can sense the pent-up energy in a Trap. This works as Examine, but only against traps and electric power-lines and devices.