Flux (Action Powers Form)

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Heroic Action Role-Play

Flux is the power of unrealized potential; it is free energy and tension, infinite detail and variation without inherent meaning. Flux revels in randomness, and can produce spectacular but unpredictable results. This gives it an affinity for drunkenness and other inhibition-reducing states. Anything can be created using flux, but in its raw form it is uncontrollable and disruptive.

Alternate Names: Quantum Mechanics, Chaos.

Associations

Creature : Whimsies
Skill : Dodge
Attribute : Move
Sense : Intuition
Mood : Reckless, Creative
Blast: Random

Flux Cantrips

Basic Action

You can control small random events, like the roll of dice. You can cause small disorderly mishaps, such as making a precariously balanced object tip. You can accelerate wear and decay, making worn items break. You can cause random sparks and puffs of light to burst forth to provide erratic illumination.

Charm Flux

Charm Whimsies

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Whimsies. It doesn't change their basic nature; even when charmed they are still destructive and unreliable.

Confusion

Basic Action

Make an opposed Charm check against all hostile creatures in a diameter equal to your Mind. Those you succeed against act randomly on their next basic action. Those against whom you scored an Outcome matching their Mind act randomly on each of their basic action until the end of the en of the next round, or until an interaction Setback convinces them otherwise. If attacked by one of your allies, the confusion breaks.

Targets act randomly per this table. The target still controls his own trigger actions, Fortune and so on. If the action is impossible for some reason, the creature does nothing.

  1. Act normally. This also ends the confusion.
  2. Take a Full Move in a random direction, turning to use as much as possible of his movement.
  3. Stand about babbling incoherently
  4. Try to Scare the nearest creature.
  5. Attack nearest creature
  6. Attack nearest ally

A monster affected by this power treats a result of 1-4 as "act normally".

Daredevil Inspiration

Trigger Action

You inspire others to be independent, reckless, and to rely on luck. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Dodge skill. You can even help someone who failed to resist a roll against his Dodge, allowing him to make a Dodge roll and use the result if higher than his passive value. In this case the reroll is Confident.

Eyes of the Fox

Trigger Action

You can use this once per die roll someone else makes. The GM must tell you the numerical value of one of the character's attributes, skills, or current point totals. You choose which one. If you choose the value the target just used, success is automatic. If you choose another value, you can only analyze values lower than your Shoot, a higher value simply indicates the target is powerful.

Fall Down Finisher

Limit Break

You can use a Finisher on someone you drink under the table or who is otherwise oblivious due to intoxication. Making someone do this in an appropriate situation is generally a Common Ground stunt with an Outcome matching the target's Body. It may take a separate stunt to get them drinking in the first place.

Jack Up

Basic Action

Order fancies it can control sound, but this is noise!

You make the speech and music you and allies make carry further. The sound is clearly audible, giving your Charm stunts based on sound Long range until the end of the scene.

Overcome Inhibitions

Basic Action or Limit Break

Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a limit break. If successful, your targets have their social inhibitions removed. They will do things that decorum would normally prevent them from doing, as long as those things agree with their personal motivations rather than cultural norms. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Up the Ante

Basic Action

You invoke a large amount of raw flux in a creature with an opposed Charm roll. Against a voluntary creature, this is automatic. The next die roll that creature makes is treated as a boxcars result, resulting in either a critical success or a fumble depending on whether the intended action failed or succeeded. Note that boxcars overrides a Confident or Stymied roll.

Whimsy's Wager

Basic Action or Limit Break

You enter a wager or bet with another creature. The creature realizes the possible consequences. As a Basic Action you can enter a wager with a willing creature. As a Limit Break and a successful opposed Charm you can enter a wager with an unwilling creature, but the wager must still be one that they could potentially win. After the wager is resolved the winner can use a Finisher on the loser. The winner can pick a Finisher he knows, or an informed choice of one the opponent knows. Until resolved, the wager is a s Curse.

Create Flux

Backlash

Trigger Action

Attack a technological artifact of Clockwork or higher complexity that has just done damage to you. Make an opposed Create roll against the operator, if you succeed the weapon is inoperable for the rest of the scene.

Jam

Basic Action

You can make a piece of machinery inoperable by introducing chaos to the orderly device. To be affected, the device must have some kind of mechanism, moving parts, or internal power; it will work on a sling, bow, firearm or lock (generally Clockwork technology or more) but not on straightforward devices such as swords or spades.

The difficulty is the operator's skill rating (usually Create for personal devices Ride for machines) or the device's Body. A success means the device is inoperable for three shots; the operator can lose these shots or discard the device. Outcome matching the machine's or operators Reflexes means the machine breaks down and needs repairs. This can also render security inoperable, replacing the Security schtick but leaving a trail of broken machinery.

Against objects and creatures made of metal, such as Metal Elementals and most Robots, you can roll Create vs. Dodge as an Interaction Stunt.

Hazardous Ground

Basic Action

You make an area hazardous to move in, objects and terrain conspiring to trip those who try to move trough. Make a Mind roll, this is the maximum diameter of the Hazardous Ground in meters. Hazardous Ground lasts until the end of the scene. The Free Running difficulty of the area becomes equal to your Create. This applies to all kinds of movement, not only on foot. The Hazardous Ground is not immediately obvious, but neither is it particularly hard to spot. Anyone moving into the area notices it, as will any Scan.

Water to Wine

Basic Action

You can turn any liquid to wine (or other spirits). The quality depends on your skill roll, with an 8 is barely drinkable, 12 is a good basic beverage and a 15 is excellent. If the liquid is toxic, you must match the damage value with a Create roll. Drink so created lasts for a scene.

Depending on cultural context, this power can also produce other intoxicants, but not poisons.

Wish

Limit Break

You create a wild flux of magic and attempt to shape it by the force of your own will. The results are spectacular but not always what you want them to be. You make a short sentence explaining your wish. The GM then interprets this, depending on your power skill roll and how outrageous the demand is. Anything normally possible to powers is certainly within the scope of a wish, and outrageous effects outside the scope of the normal rules may be granted, based on the GMs whim and your skill roll.

There seems to be an equalizer effect to wishes. If you have been successful and fortunate lately, wishes usually backfire. If you have been unlucky and suffered numerous setbacks lately, they often go well. This is just a tendency though, not a law.

Here is a little benchmark of what a Wish can do, from easiest to hardest.

Wish Difficulty
Serve personal needs, such as food, drink, air, grooming 8
Create personal gear, often very luxurious 9
Emulate a power that is a Basic Action or Stance 10
Transport the wisher and friends 11
Create material goods or propriety; chariots, buildings and so on 12
Cure a condition or affliction 13
Grant a power, transform the wisher into another form 14
Emulate a power that is a Limit Break or Finisher 15
Cure or inflict a Curse 16
Grant a schtick 17
Emulate a successful Power Experiment 18

Any permanent effects from a Wish have to be paid for in experience points, but effects that last only for the current story are free.

World Flux

Limit Break

You can make the world around you go mad: straight surfaces twist, distances change and even directions seem to reverse themselves. The area effected is a diameter equal to your Create check. Most actions taken here fail, but some succeed spectacularly.

Any action in, through or into the area is affected. To succeed, any action taken in this area must score a result on the dice of +1 or better. This is based only on the result of the dice, skill has no effect och this extra chance of failure.

Dodge Flux

Drink Like the Devil

Focus

You are a master of the ancient and esoteric art of speed-drinking. You can drink alcohol at a prodigious rate, and have an uncanny ability to snatch drinks from others nearby. Use this to consume alcohol within reach; this can be either a drink you are carrying yourself, someone else is carrying, or incidental liquor like an open beer barrel or a bottle used as a weapon. You immediately take one Hit from drunkenness, but become focused. If the alcohol was somehow used as a part of an attack (such as using a bottle to attack you), that attack fails.

Flux Focus

Focus

When either die comes up a 6 on the die roll for one of your actions, you can focus. The GM might disallow this if you abuse it by making die rolls for petty reasons. You can reroll the dice after you've focused, for example by using Fortune, and the focus is still valid.

Predict Randomness

Trigger Action

Whenever random chance can affect an outcome, you can use this action to predict the result. Since all die rolls in Action involve chance, this allows you to predict the outcome of most actions, just as they are about to occur. The usefulness of this is debatable, but it does allow you to decide whether to use other Trigger Actions triggered by the event you predicted the outcome for.

Wily Stupor

Stance

Add the number of hits you have taken to your Dodge. Your dodge will increase as you take additional damage, to a maximum of +3. Does not stack with other Dodge bonuses.

Impress Flux

Awful Luck

Basic Action, Limit Break, or Finisher

Make an opposed Impress check to Stymie the target. As a Limit Break you can affect all enemies within an area Mind meters in diameter. Used as a Finisher the target is automatically Cursed by being permanently Stymied, no roll required.

Chaos Finisher

Limit Break

You invoke the powers of chaos, striking out blindly at those near you. Select a Finisher that you can use. This finisher will strike a random creature, possibly yourself. The GM selects six creatures as possible targets, starting with you, then nearby enemies, then nearby friends, then random bystanders. If there are not enough targets nearby, the effect can strike some random creature far away.

Summon Whimsy

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.

A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.

When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.

This power only works on Whimsies.

Tap Luck

Finisher

The target loses three Fortune points. If the target originally had 3 or more Fortune points, you recover one Fortune point. If you gain Fortune in excess of your Mind this way you must spend any excess points by the end of the scene, or they are lost. You can only use this finisher once per target per session.

Know Flux

Control Randomness

Trigger Action (Combo)

When you witness something with a large amount of inherent randomness, such as many Flux powers, you get to pick the result. This does not apply to the regular dice roll to determine the success of an action, only to special random results of actions like Chaos Blast. You can also control the result of other actions with entirely random random results, such as the flip of a coin. The power of a Finisher is too great for you to affect this way.

Using this power repeatedly becomes harder and harder; make a Know roll with a difficulty equal to the number of times you have tried to use this power this session. On a failure, you suffer a Setback.

Dispel Flux

Limit Break

Age of
Effect
Minimum
Difficulty
Three days 12
One Month 14
One year 16
A decade 18
A century 20
A millennium 22
Ten millennia 24

You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

You can dispel any power of the Flux form or which affects Whimsies. Likewise, you can overwhelm powers of the Order form.

Hallucinations

Stance

You fool detection powers by showing trippy visions of things that might be instead of what is. The area is a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area gets confusing, misleading, or nonsensical results unless they score an Outcome on their skill roll matching your Know.

Jinx

Trigger Action

Whenever someone near you is making a roll to succeed at something and you are aware of the event, you can try to jinx and foil their efforts. The difficulty of their action becomes your Know +3. Range and other penalties can reduce your effective skill rating.

Sense Power

Basic Action

You can sense the presence of Powers. All powers play around with the natural state of the world, and those sensitive to flux can sense such changes. You can normally sense the presence of an active power effect without knowing what power it is, but you can choose to limit the detection to certain forms, techniques or even specific powers. Make a skill roll and multiply the result by 10; this is the range in meters. If the power detected is in range of your physical senses, you also gain a basic understanding of it and how it works.

Whimsy Evidence

Basic Action

You introduce chaos in an area with a diameter equal to your Mind in meters, making what happened there hard to tell. The power randomizes physical evidence and removes any lingering auras in the area. Any attempt to determine who did what in the area give random results. Objects in the area become the personal belongings or body parts of a random creature, as far as analysis is concerned. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature.

Maneuver Flux

Whimsy Form

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on a Whimsy with this version of the power.

Flux Shape

Limit Break

Build a variant character for for yourself using your normal points and limits. The next time you would be transformed into another shape by any kind of power, you can choose to assume this shape instead of whatever form you'd normally assume. This effect lasts until the end of the session, and you can be assumed to begin each session having used this power. You can change what form you change into by using this power again.

Lucky Break

Basic Action

You create a burst of luck and imbue it into a creature. That creature gains a Fortune point. The new point must be spent before the end of the round, or it is lost.

Twitch

Inherent

Your Initiative rolls are Standard Rolls instead of Closed Rolls.

Melee Flux

Aberrant Spasm

Trigger Action (Defense)

Use this when attacked. Bump into an opponent within reach; that opponent risks being hit by the attack that triggered Aberrant Spasm. Make a Melee roll. If this roll is greater than the attacker's skill check, the attack misses you. If it is also greater than the Dodge of the creature you bumped into, that creature is hit instead, using your Melee roll but the damage and effects of the initial attack.

Chaos Touch

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.

Chaos Touch does a random type of damage each time it is used, roll 1d6 and read on the following table:

  1. Acid damage
  2. Blunt damage
  3. Cold damage
  4. Fire damage
  5. Sonic damage
  6. Electricity damage

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Different Flux users may have different damage tables, but all should be soaked with Toughness

Chaos Strike

Inherent

You can make melee attacks that do Body +4 damage. Chaos Strike does a random type of damage each time it is used, roll 1d6 and read on the following table:

  1. Acid damage
  2. Blunt damage
  3. Cold damage
  4. Fire damage
  5. Sonic damage
  6. Electricity damage

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Drunken Fist

Basic Action

Strike an opponent, adding the number of hits you have taken to the attack roll, to a maximum of +3.

Soul of Chaos

Inherent

You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage. The damage type is random, rolled for each attack.

  1. Sonic damage.
  2. Electricity damage.
  3. Impact damage.
  4. Fire damage.
  5. Acid damage.
  6. Cold damage.

This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Recon Flux

Concealing Coincidences

Basic Action

You can move and Sneak at the same time as the circumstances around you keep changing. This can be as simple as moving from place to place, but if you want to stay put, you have to be in a spot where some fortunate occurrence can save you; a falling curtain, a distracting explosion, a scream of warning, or something similar to act as a distraction for you. The GM has to accept that a distraction is possible and integrate it into the action. The longer you use this power, the more extreme the distractions become. If maintained in the same spot for several minutes and a continuous distraction is not available, this can result in a Setback for you or some bystander.

Substitution Trick

Basic Action

Use this when you are caught in an uncomfortable position, but not completely helpless. Examples include being bound, paralyzed, turned to stone, in a precarious position, burning or otherwise taking ongoing damage. The condition or position must have happened since your last shot came up, you cannot do this to cure aliments from previous rounds.

Make an opposed Recon check against the best Recon among your enemies, on a success you escape the position and if you can get under cover with a normal Move, you also successfully Sneaking. You leave behind a piece of clothing (such as a hat or jacket) tied around a physical object as a distraction when you do this, substituting the object for yourself.

Ride Flux

Chaos Rider

Basic Action

You carry an aura of chaos along with you until the end of the next round. Creatures within Ride meters or who can see you are prone to fumble. Objects and terrain conspire to trip those who try to move in the area. The Free Running difficulty of the area becomes equal to your Mind. This applies to all kinds of movement, not only on foot.

Cacophony

Basic Action

You you create a chaotic mix of loud noise until the end of the next round. Creatures within Ride meters or who can see you are assaulted by this noise and find it hard to focus. All uses of Charm, Create, Know, Melee, and Shoot have a minimum difficulty equal to your Ride.

Insubstantial

Basic Action

You may move through solid matter at your basic speed. You have a basic sense inside the material as you move, so you know when you are about to emerge.

You must specify a type of matter you cannot pass through; this should be a broad category like "metal", "stone" or "organic matter". A common variant is where you cannot pass through substances of living spirit; this includes all living things as well as the earth itself; soil and bedrock.

You can never pass through any Order effect or through a wall made by Force in this way.

Open Path

Inherent

You are incredibly lucky when moving around. You always manage to step on the one safe spot, paths randomly swing out of the way, and you can always find the most open path through a traffic jam.

You are immune to powers that impede movement as long as the power-user's Mind is less than your Ride.

Evasion*, Free Running*, Vehicle Evasion, and Terrain Driving tasks are Routine for you.

* Evasion and Free Running are Maneuver stunts and not Ride stunts.

Reality Warping

Limit Break

You can walk between dimensions, Teleporting from one plane to another or to another place in your own reality by crossing multiple planes. You must actually be traveling to use this power, and you change only a single aspect of your environment with each use of the power; one use could change the weather, another the color of the sky, a third the flowers by the roadside and so on. You continue changing the environment thus until you get to a place matching your destination. If you stop before you get to the place you want, you end up in one of myriad alternate realities, which can be a merely confusing or lead to entire new worlds adventure, depending on the GM's whim.

To simplify the use of this power, the GM can call for a single Ride check with a difficulty depending on how different your goal is from where you are now. On a success, you get there in a few minutes. On a failure, you get there after a harrowing journey involving either a long delay or some concrete danger or plot. If you fail by a margin wider than your Mind you get lost and end up in an unexpected place - this is either one that is hard to get out of, or one that is deceptively similar to what you were looking for, but not the same.

Condition Difficult
Only random details differ 14
Same general environment 16
Different environment but same world 18
Different but similar world 20
Similar world with very specific details 22
Alien world 24
Completely alien setting 26
Alien setting with specific details 28

Returning to a reality you have previously visited is a Routine task.

Skid

Stance

Your Move is increased by +2.

Shoot Flux

Chaos Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Chaos Blast does a random type of damage, roll 1d6 and read on the following table:

  1. Acid damage
  2. Blunt damage
  3. Cold damage
  4. Fire damage
  5. Sonic damage
  6. Electricity damage

Due to the unpredictable nature of Chaos Blast, it is not possible to take a Active Defense against these attacks. Other kinds of trigger actions, such as counters, are still possible and Dodge bonuses from other sources still apply.

Different Flux users may have different damage tables, but all should be soaked with Toughness

Chaos Cone

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Chaos Cone does a random type of damage, roll 1d6 and read on the following table:

  1. Acid damage
  2. Blunt damage
  3. Cold damage
  4. Fire damage
  5. Sonic damage
  6. Electricity damage

Due to the unpredictable nature of Chaos Blast, it is not possible to take a Active Defense against these attacks. Other kinds of trigger actions, such as counters, are still possible and Dodge bonuses from other sources still apply.

Different Flux users may have different damage tables, but all should be soaked with Toughness.

Predict Randomness

Trigger Action

Whenever random chance can affect an outcome, you can use this action to predict the result. Since all die rolls in Action involve chance, this allows you to predict the outcome of most actions, just as they are about to occur. The usefulness of this is debatable, but it does allow you to decide whether to use other Trigger Actions triggered by the event you predicted the outcome for.

Prismatic Ray

Prismatic Effects Table

d6 Color Blast Power
1 Red Fire Blast
2 Orange Acid Blast
3 Yellow Lightning Blast
4 Green Poison Spit
5 Indigo Calcify
6 Violet Banishing Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

You shoot a ray of random color, duplicating a random other blast, roll 1d6 and read on the prismatic effects table.

Prismatic Spray

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

You shoot a ray of random color against each opponent, duplicating a random other blast, roll 1d6 and read on the prismatic effects table.

Ray of Randomness

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Ray of Randomness does a random type of damage, roll 1d6 and read on the following table:

  1. Blunt damage - Armor defeating
  2. Electricity damage - Shock
  3. Cold damage - Shock
  4. Fire damage - Burn
  5. Acid damage - Burn
  6. Roll twice, mixing damage types and applying both side effects. If the target has different soak values against the two types of damage, use the lowest one.

Depending on what effect is rolled, this has a different side effect, as noted in the table.

  • Armor defeating : 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.
  • Burn: This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
  • Shock: This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Different Flux users can have different damage tables. Pick five different forms and put them - and their regular blast side effects or alternate soak rolls - on a table. You need not know these forms, and are not limited to the side effects from the standard table.

Zone of Random Destruction

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Zone of Random Destruction does a random type of damage, roll 1d6 and read on the following table:

  1. Blunt damage - Armor defeating
  2. Electricity damage - Shock
  3. Cold damage - Shock
  4. Fire damage - Burn
  5. Acid damage - Burn
  6. Roll twice, mixing damage types and applying both side effects. If the target has different soak values against the two types of damage, use the lowest one.

Depending on what effect is rolled, this has a different side effect, as noted in the table.

  • Armor defeating : 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.
  • Burn: This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
  • Shock: This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.

Different Flux users can have different damage tables. Pick five different forms and put them - and their regular blast side effects or alternate soak rolls - on a table. You need not know these forms, and are not limited to the side effects from the standard table.