Imbue Air (Action Powers)

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Main article: Powers (Action)

Buffeting Strikes

Inherent

You can make melee attacks that do Body +2 Concussions damage, soaked by Reflexes.

Flying Strike

Basic Action

Make a jumping charge at an enemy, your Move meters extra in a reasonably straight line. This is in addition to the normal movement for a basic action, but must be in the same direction as your normal move (if any). Then make a Normal Melee Attack, if you jumped at least three meters you get +3 additional damage.

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.

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.

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

You can imbue a normal Melee attack with air, changing its damage type to Concussion. This will not work together with any kind of Damage Boost stance.

Windshock

Basic Action

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