Shapeshift Air (Action Powers)

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Main article: Powers (Action)

Abundant Leap

Basic Action

Make a huge leap, moving ten times your normal Move in any direction. If you use this power for overland movement, you move at four times your usual speed. This increases your effective Move value by +3 when determining your maximum speed, but is as taxing as running.

Air Adaption

Basic Action

The target can breathe air freely for the rest of the session and can move on land at normal speed. The target's skin will not take damage from exposure to normal air. This power is mainly useful for creatures that are normally aquatic, or adapted to some other non-gaseous environment. You can easily maintain this power on a number of targets equal to your Mind, more than that and it requires effort, similar to doing one Limit Break for each time you double the number of creatures, see Vitality.

Air Elemental 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 an Air Elemental with this version of the power.

Feather Fall

Trigger Action

You can cause a creature or object to be affected by gravity much less than normal. You can use this whenever something is in free fall or following a trajectory (as opposed to flying under its own power). Used on a falling object or creature, it requires a Action check against the Body of the falling object, or the Dodge of an unwilling target. The target floats harmlessly to the ground at a Move of 5. It can also be used against thrown weapons and ranged weapons of Blacksmith technology or lower. Used this way, it renders a missile harmless with a Action check against their attack roll. As a Trigger Action (Combo) used with a Feat of Strength. Reduce the effective mass of the object by one for every three points of Outcome. Once you have done this, the effect lasts as long as you continue to do a Feat of Strength on the object.

Gone Like the Wind

Trigger Action (Combo)

When you perform Basic Action, you can use this shtick to move an additional time after the action. This allows you to move-act-move or act-move-move. You can use Gone Like the Wind if the action you just did is one that in itself allows additional movement or when you are Static.

Hover

Stance

You can move through the air instead of along the ground. For aquatic creatures, this means they can swim in air. If you are not accustomed to exposure to air, you can breathe air freely and can now move on land and thru the air at normal speed. Your skin will not take damage from normal exposure to air.

Mist Form

Stance

You assume mist form. In this form, you can fly at your normal Move. You become Amorph and Resist Physical damage but vulnerable to gusts of wind. You can Sneak as if you were in cover if there is any natural fog about.

Prodigious Leap

Inherent

You can move at your normal speed by jumping instead of by walking. This lets you get around obstacles and hindrances on the ground. No individual leap can be longer than your Move.

Turbulence

Basic Action

You create a buffeting wind shock that makes a flying target lose altitude. Make an opposed Maneuver check, on a success the target loses 3 shots and you can move them a number of meters equal to your Body, half of this must be straight down. On an outcome matching the target's Reflexes you can move the target twice as far and also cannot fly for the rest of the scene or until the he receives successful First Aid with a difficulty equal to your Maneuver. He can still fly down to land safely, but cannot perform any Basic Actions or Limit Breaks until safely on the ground. Unlike most Maneuver effects, Turbulence can be done at a distance, with normal range penalties. Turbulence also allows Outmaneuver and Trip to be made at range.