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

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(Warp Metal)
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Basic Action
 
Basic Action
  
Make a [[Melee (Action)|Melee]] attack with a metal weapon against all adjacent enemies. You cannot continue moving after you begin such an attack.
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Make a [[Melee (Action)|Melee]] attack with a metal weapon against all adjacent enemies. You cannot move as a part of this basic action.
  
 
=== Spike ===
 
=== Spike ===

Revision as of 12:51, 22 February 2011

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Main article: Powers (Action)

Block

Trigger Action

Use a metal weapon to block incoming attacks; gives a +5 Dodge bonus during the current shot. If an attack fails because of this bonus, the blocking weapon takes the impact. Usually it can withstand this just fine, but an attack of a higher tech level or by a much stronger opponent might cause it to break or weaken at the gamemaster's whim.

Extend Spines

Stance

You grow powerful metal spines that can be used in melee and do Body +3 Piercing. This is not a damage-boosting stance; it creates a weapon. It can be used with damage-boosting stances like Needle Sharpness.

Great Blow

Basic Action

You make a grandiose all-out attack. This adds +3 to damage. After an all-out attack, you may not take any trigger actions until your next shot comes up.

Intercept

Trigger Action

You can intercept opponents attacking you in Melee, striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in Melee, you can use this to make a Melee attack on them.

Iron Grip

Basic Action

You bind your opponent in bands of metal. Make a Melee check against the target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions. Restraints are applied in this order: bound arms, immobilized, bound legs, blindfolding, gagging. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

These restraints can be escaped with a Contortions stunt pitting Reflexes against your Melee or destroyed by another person; they have a Body equal to your Melee. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.

Needle Sharpness

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.

Needle Sharpness does Piercing damage.

Returning

Inherent

After you throw a metal weapon, you can use this to instantly retrieve it.

Seven-Sword Strike

Basic Action

Make a Melee attack with a metal weapon against all adjacent enemies. You cannot move as a part of this basic action.

Spike

Basic Action

Make an unarmed attack that does Body +4 Piercing damage.

Steel Edge

Inherent

You have a powerful natural weapon that can be used in melee and does Body +3 Piercing damage. This is not a damage-boosting stance; it is a natural weapon. It can be used with damage-boosting stances like Needle Sharpness.

Steelwield

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 metal weapons; almost all melee weapons can be made of metal.

Throw

Inherent

You can throw a metal weapon as a ranged attack using the Melee skill with Close range.

Warp Metal

Basic Action

You can warp metal by touch, turning metal tools and objects into a useless mass of weird metal for a scene. Thereafter it returns to its original form.

Make a Melee attack to touch an opponent's armor. Any metal armor he is wearing is rendered ineffectual for the rest of the scene. If you strike a metal-armored opponent several times with this power, treat later attacks as if you were using Iron Grip. This power does not normally work against opponents not wearing metal armor, but a creature wearing large amounts of metal for other purposes can be vulnerable to the Iron Grip effect.

Against objects and creatures made of metal, such as Metal Elementals and most Robots this power does Body +6 damage.

You can warp metal weapons, especially long and powerfully unbalanced weapons. Add the damage add of your opponent's weapon to your Melee roll. If you hit, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his Reflexes, the weapons is warped and useless.