Difference between revisions of "Move Air (Action Powers)"
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=== Fly === | === Fly === | ||
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Select a flying vehicle or creature you touch; its [[Move (Action)|Move]] is increased by +2 when flying. You need not continue to touch the creature to maintain this stance. | Select a flying vehicle or creature you touch; its [[Move (Action)|Move]] is increased by +2 when flying. You need not continue to touch the creature to maintain this stance. | ||
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=== Weather Control === | === Weather Control === |
Revision as of 13:55, 15 March 2012
Templates for Action |
- Main article: Powers (Action)
Fly
Basic Action
This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.
You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.
Flight Boost
Stance
Select a flying vehicle or creature you touch; its Move is increased by +2 when flying. You need not continue to touch the creature to maintain this stance.
Weather Control
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 for a scene; it the power is disrupted natural weather conditions quickly return. If the weather you create is completely out of season or unreasonable in the locale, it takes a Limit Break to create even the smaller version.
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.
Ride and Maneuver rolls to avoid the effects of the conditions you create generally have a difficulty equal to your Ride.
- 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 fires, 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. The fog is opaque but not transparent; it is possible to see what is near you, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance and it provides cover to Sneak. At a distance greater than an observers Mind in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area.
- 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 cover to Sneak, and you can concentrate it in certain areas and leave enemies exposed. Causes your enemies to be confused and separated.
- Rain Mires enemy vehicles in mud and makes asphalt slick. 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. Provides very powerful (if brief) illumination that you can time as you like.
- Wind Blows away light objects. Damages buildings, knocks down trees and power lines. Creates sandstorms or snowstorms, which obscure vision and demoralizes foes. Makes water and air travel hazardous.