Imbue Air (Action Powers)

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Revision as of 17:14, 20 December 2011 by Starfox (talk | contribs) (Electric Soul)
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Main article: Powers (Action)

Electric Soul

Stance

You can use your body to do melee attacks that do Mind +3 Electric damage.

Flying Strike

Basic Action

Make a jumping charge at an enemy, your Move meters extra in a reasonably straight line, and make a melee attack with +3 additional damage. This is in addition to the normal movement for a basic action.

Laughing Zephyr

Basic Action

Make a Melee attack: if successful you grab a weapon from the hands of an opponent. Until end of the round all attacks made by you with this weapon against this opponent gain a +3 Action Value bonus.

Lightning 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.

Lightning Touch does energy/electricity damage.

Shockwave

Limit Break

Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Concussions damage, soaked by Reflexes.

Static Shock

Basic Action

Make a Melee attack with Body +4 Electric damage against all adjacent enemies. You cannot move as part of this Basic Action.

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.