Difference between revisions of "Transmute Water (Action Powers)"
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All your attacks are inherently armor breaking. An attack that already has this ability does not further improve. Armor Breaker attacks gain the following quality: "{{: Armor Breaker (Action)}}". | All your attacks are inherently armor breaking. An attack that already has this ability does not further improve. Armor Breaker attacks gain the following quality: "{{: Armor Breaker (Action)}}". | ||
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+ | === Fog === | ||
+ | Basic Action | ||
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+ | Create a cloud of fog with a diameter equal to your [[Create (Action)|Create]] roll in meters. Within this area, you can shape the fog cloud as you like. The change is instantaneous and normally lasts for one scene; drafts and wind can disperse the cloud in a round. | ||
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+ | 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 (Action)|Sneak]]. At a distance greater than an observers [[Mind (Action)|Mind]] in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area. | ||
===Wall of Water=== | ===Wall of Water=== |
Revision as of 12:22, 26 November 2011
Templates for Action |
- Main article: Powers (Action)
Armor Breaker
Stance
All your attacks are inherently armor breaking. An attack that already has this ability does not further improve. Armor Breaker attacks gain the following quality: "Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.".
Fog
Basic Action
Create a cloud of fog with a diameter equal to your Create roll in meters. Within this area, you can shape the fog cloud as you like. The change is instantaneous and normally lasts for one scene; drafts and wind can disperse the cloud in a round.
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.
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.
Water Mastery
Limit Break
You can manipulate large amounts of water or other liquid. The Mass you can manipulate. If all you want to do is move water around, the limit is set by your Create + Mind. For other manipulations or other liquids, the limit is your Create.
With this yo can move the liquid as you wish, with a Move equal to your Mind. If used to attack it does Blunt Stun damage equal to your Mind, attacking with your Create. A target hit this way also loses a shot, and you can do various stunts this way.
You can also transmute liquids into other liquids using this power.
Thew power lasts for a scene. Certain uses of the power can be made permanent, creating new liquids, streams, fountains etc at the GMs discretion. Duplicating Item sticks this way costs xp if they are to last.
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 with a difficulty up to your Create.