Difference between revisions of "Imbue Air (Action Powers)"

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Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing [[Body (Action)|Body]] +0 [[Damage_Types_(Action)#Concussion|Concussion]] damage, soaked by [[Reflexes (Action)|Reflexes]].
 
Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing [[Body (Action)|Body]] +0 [[Damage_Types_(Action)#Concussion|Concussion]] damage, soaked by [[Reflexes (Action)|Reflexes]].
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=== Wind Dance ===
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Basic Action
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Make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]] attack.
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After the attack you can jump your [[Move (Action)|Move]] meters in any direction.
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Until your next action you get a +3 bonus to Dodge.
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This stops at the end of the round or when you take any action, including a trigger action.
  
 
=== Wind Soul ===
 
=== Wind Soul ===

Revision as of 14:48, 21 August 2020

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Main article: Powers (Action)

Buffeting Strikes

Inherent

You can make unarmed melee attacks that do Body +2 Concussion damage, soaked by Reflexes.

Flying Strike

Basic Action

Make a jumping charge at an enemy, your Move meters extra in a reasonably straight line. This is in addition to the normal movement for a basic action, but must be in the same direction as your normal move (if any). Then make a Normal Melee Attack. If you jumped at least three meters you get +3 additional damage.

Laughing Zephyr

Basic Action

Make a Melee attack: if successful you get a hold on a weapon in the hands of an opponent, forcing him to spend 3 shots or give up the weapon to you. If you score an Outcome matching his Reflexes, you take the weapon and he cannot choose to spend shots to retrieve it. If you get hold of the weapon all attacks made by you with this weapon against this opponent gain a +3 Action Value bonus until end of the scene.

Shockwave

Limit Break

Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Concussion damage, soaked by Reflexes.

Wind Dance

Basic Action

Make a Normal Melee Attack attack. After the attack you can jump your Move meters in any direction. Until your next action you get a +3 bonus to Dodge. This stops at the end of the round or when you take any action, including a trigger action.

Wind Soul

Inherent

You can use your body to do melee attacks that do Mind +2 Blunt damage, or more if you are using an Implement to improve damage.

Wind Sword

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create swords and daggers of any technological complexity you are familiar with.

Wind Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Enervating Touch does Concussion damage soaked by Reflexes.

Windshock

Basic Action

Make a Melee attack with Body Concussion damage against all adjacent enemies. You cannot move as part of this Basic Action.