Difference between revisions of "Move Fire (Action Powers)"

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m (→‎Fireflight: faster, less control)
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=== Fireflight ===
 
=== Fireflight ===
Stance
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{{ : Fly (Action)}}
  
Heat and combustion lets you fly with a [[Move (Action)|Move]] equal to your [[Ride (Action)|Ride]], but you do so in a spectacular, highly visible, and  somewhat haphazard manner. You cannot move slowly; you either hover or move at at least your normal [[Move (Action)|Move]] each action. Keep track of your direction while flying; only one direction change per round is allowed.
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This power uses heat and combustion to fly in a spectacular, highly visible, and  somewhat haphazard manner.
  
 
===Flame Walk===
 
===Flame Walk===

Revision as of 14:47, 26 October 2010

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Main article: Powers (Action)

Burst of Speed

Stance

Select a vehicle or Fire Elemental you touch; its Move is increased by +2.

Fireflight

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.

This power uses heat and combustion to fly in a spectacular, highly visible, and somewhat haphazard manner.

Flame Walk

Basic Action or Limit Break

You can combust yourself, only to appear moments later in a burst of flame. You teleport either to or from a fire large enough for you to stand in; a large campfire or brazier will do for a human. Roll for this as if it was a ranged attack against a Dodge of 5, with normal Range modifiers. cover is very common when teleporting. On a failed roll, you either fail to teleport or suffer a Setback, as appropriate. If performed as a limit break, must teleport from one fire to another, but can do so over very long distances.

Hot Feet

Basic Action

You can run up to four times your normal speed on any surface, even ones that could not normally carry your weight. Examples include water, thread-thin lines or the leaves of trees. You can also run on walls or across ceiling, but you cannot end your move in an inverted position.