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

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m (→‎Shockwave: After the attack all enemies are pushed back on meter per Hit taken.)
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The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher.
 
The target can use [[Body (Action)|Body]] as [[Dodge (Action)| Dodge]] if [[Body (Action)|Body]] is higher.
 
You attack all enemies in a globe with a diameter of five meters with you at the center, doing [[Body (Action)|Body]] +0 [[Damage_Types_(Action)#Concussion|Concussion]] damage, soaked by [[Reflexes (Action)|Reflexes]].
 
You attack all enemies in a globe with a diameter of five meters with you at the center, doing [[Body (Action)|Body]] +0 [[Damage_Types_(Action)#Concussion|Concussion]] damage, soaked by [[Reflexes (Action)|Reflexes]].
 +
After the attack all enemies are pushed back on meter per [[Hit (Action)|Hit]] taken.
  
 
=== Wind Dance ===
 
=== Wind Dance ===

Revision as of 14:08, 23 December 2020

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Main article: Powers (Action)

Buffeting Strike

Inherent

You can make unarmed melee attacks that do Body +2 Concussion damage, soaked by Reflexes. The target can use Body as Dodge if Body is higher.

Flying Strike

Basic Action

Make a jumping charge at an enemy up to your Move meters extra in a reasonably straight line. All your movement this action must be in the same direction. Then make a Normal Melee Attack. If you jumped at least three meters you get +3 additional damage.

Lord's Bastion

Basic Action

Make a Normal Melee Attack attack. Until you next spend shots you gain a +3 bonus on Dodge and Impress defense values.

Lord's Strike

Basic Action

Make a Normal Melee Attack attack. Targets are pushed one meter away from you for each point the damage result exceeds the soak value, and a flier is also moved the same distance downwards.

Laughing Zephyr

Basic Action

Make a Melee attack: if successful you get a hold on a weapon in the hands of an opponent, forcing him to spend 3 shots or give up the weapon to you. If you score an Outcome matching his Reflexes, you take the weapon and he cannot choose to spend shots to retrieve it. If you get hold of the weapon all attacks made by you with this weapon against the former owner gain a +3 Action Value bonus until end of the scene.

Shockwave

Limit Break

Make a strike that causes a shockwave that strikes nearby opponents. The target can use Body as Dodge if Body is higher. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Concussion damage, soaked by Reflexes. After the attack all enemies are pushed back on meter per Hit taken.

Wind Dance

Basic Action

Make a Normal Melee Attack attack. After the attack you can jump your Move meters in any direction.

Wind Soul

Inherent

You can use your body to do melee attacks that do Mind +2 Blunt damage, or more if you are using an Implement to improve damage.

Wind Sword

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 swords and daggers of any technological complexity you are familiar with.

Wind 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. Wind Touch does Concussion damage soaked by Reflexes.

Windshock

Basic Action

Make a Melee attack with Body Concussion damage against all adjacent enemies. The target can use Body as Dodge if Body is higher. You cannot move as part of this Basic Action. See Combination Action for how you can combine this with movement.