Difference between revisions of "Move Fire (Action Powers)"
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Basic Action or Limit Break | Basic Action or Limit Break | ||
− | You | + | You combust, only to appear moments later in a burst of flame. You [[Teleport (Action)|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 with a difficulty determined by [[Cover_(Action)|Cover]] and with normal [[Range_(Action)|Range]] modifiers. On a failed roll, you either fail to teleport or suffer a [[Setback (Action)|Setback]], as appropriate. If performed as a limit break, you must teleport from one fire to another, but ignore range modifiers and ignore sight obstructions - only hard cover counts. You can specify a destination and will arrive in the nearest suitable conflagration. |
===Hot Feet=== | ===Hot Feet=== |
Revision as of 14:00, 27 February 2012
Templates for Action |
- 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 combust, 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 with a difficulty determined by Cover and with normal Range modifiers. On a failed roll, you either fail to teleport or suffer a Setback, as appropriate. If performed as a limit break, you must teleport from one fire to another, but ignore range modifiers and ignore sight obstructions - only hard cover counts. You can specify a destination and will arrive in the nearest suitable conflagration.
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.