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

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=== Death Grip ===
 
=== Death Grip ===
Trigger Action (result)
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Basic Action
  
Once you have launched a successful Basic Action melee attack upon a target, you may elect to use Death Grip, making that attack continue regardless of what you do. This first use has no effect besides activating the power, which in turn lets you activate it again later. Each use costst a shot, as normal for a trigger action. When you do this, you lose the use of this attack mode until the Death Grip is finished.
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Make a [[Imbue_(Action_Powers_Technique)#Clinch|Clinch]] attack. If successful, you lock your opponent in a death grip. A death grip can only be broken if you go unconscious, suffer a [[Stunt_(Action)#Setback|Setback]], or attack another creature with the limb you did a death attack with.
  
After each of your victim's Basic Actions you can activate Death Grip again, making another attack just like the one that triggered the initial Death Grip. The target cannot move away while the power is active; you are locked in an embrace of death.  
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Once you have the target in a death grip, you can use the power again to attack your held target, and automatically hit. Even if your attack misses, it still does damage - you still add the outcome, which is now negative, causing less than the base damage.
  
This power ends if you fail to activate it when you could or if you suffer a setback or are knocked out. You can only maintain one Death Grip at a time.  
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If your [[Body (Action)|Body]] scores are within 1 point of each other, you cannot move along with a Basic Action, but can move as a [[Move (Action)|Move]] as a Basic Action. If either of you have 2 or more [[Body (Action)|Body]] higher than your opponent, the stronger one can move normally, carrying the weaker one around like a rag doll.
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=== Death Strike ===
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Inherent
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You can make melee attacks that do [[Body (Action)|Body]] +4 [[Damage_Types_(Action)#Infection|Infection]] damage, soaked by [[Toughness (Action)|Toughness]].
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[[Damage_Types_(Action)#Infection|Infection]] damage has special rules for inflicting hits and recovery.
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=== Death Touch ===
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{{: Touch Special (Action Powers)}}
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Death Touch does [[Damage Types (Action)#Infection| Infection]] damage soaked by [[Body (Action)|Body]] and has special recovery rules.
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Objects and creatures without a metabolism such as robots and undead  are immune.
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=== Draining Attack ===
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Inherent
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You can make melee attacks that do [[Body (Action)|Body]] +0 [[Damage_Types_(Action)#Enervation|Enervation]] damage, soaked by [[Body (Action)|Body]].
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[[Damage_Types_(Action)#Infection|Infection]] damage has special rules for inflicting hits and recovery.
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In addition, a living target that takes a [[Hit (Action)|Hit]] also loses one point in an attribute selected when the power is bought.
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This damage lasts until the end of the session and can be healed as if they were [[Hit (Action)|Hits]].
  
 
===Eyes of the Tiger===
 
===Eyes of the Tiger===
 
Basic action
 
Basic action
  
Make a melee attack. If the target takes any damage, he loses any focus he might have.
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Make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]]. If the target takes any damage, he loses any focus he might have.
  
===Infecting Touch===
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=== Ghost Strikes ===
{{Template:Touch (Action Powers)}}
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Stance
  
Infecting Touch does [[Damage Types (Action)#Biological| biological/infection damage]].
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You make all your [[Melee (Action)|Melee]] attacks immaterial.
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An immaterial attack does [[Damage_Types_(Action)#Mind_Blast|mind blast]] damage equal to your [[Mind (Action)|Mind]] +0, soaked by the target's [[Mind (Action)|Mind]].
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You ignore the normal damage value of any attack you use, but you can still take advantage of other aspects of schticks and powers.
  
 
===Point Blockage===
 
===Point Blockage===
Trigger Action (Finishing)
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Finisher
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The foe does not suffer a [[Damage Setback (Action)|Damage Setback]] and is instead paralyzed. The victim retains all of his senses while paralyzed but is otherwise completely helpless. This is a [[Curse (Action)|Curse]].
  
Strike an opponent in unarmed combat in such a manner as to block the flow of chi through his body and paralyze him.
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===Shadow Fist===
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Finisher, Focus
  
If you knock out a living opponent and use this finishing move, the foe is not permanently harmed but is instead paralyzed. The victim retains all of his senses while paralyzed but is otherwise completely helpless. This is a curse.
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If you knock out a living opponent and use this finishing move, you become focused. The opponent is not dead, but becomes torn by an intense fever and will die in three days unless cured by you or the [[Curse (Action)|Curse]] is removed.
  
===Shadowfist===
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=== Soul of Death ===
Trigger Action (Finishing, Focus)
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Inherent
  
If you knock out a living opponent and use this finishing move, you become focused. The opponent is not dead, but becomes torn by an intense fever and will die in three days unless cured by you or the [[Curse (Action)|Curse]] is removed.
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You can use your body to do melee attacks that do [[Mind (Action)|Mind]] +2 [[Damage_Types_(Action)#Infection| Infection]] damage, or more if you are using an [[Implements_(Action)|Implement]] to improve damage.
  
 
===Storm of the Tiger ===
 
===Storm of the Tiger ===
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Trigger Action
 
Trigger Action
  
When you are hit in hand-to-hand combat, you may immediately launch a [[Melee (Action)|Melee]] counterattack against the opponent who just hit you. If you took any damage, add any Wound Points you suffered from that one attack (after reduction for Toughness) as a bonus to your Action Value.
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When you are hit in hand-to-hand combat, you may immediately launch a [[Melee (Action)|Melee]] counterattack against the opponent who just hit you. If you took any damage, add +3 to your attack roll.
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=== Wounding Strike ===
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Inherent
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You can use your body to do melee attacks that do [[Mind (Action)|Mind]] +2 - or more if you are using an [[Implements_(Action)|Implement]] to improve damage.
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This is [[Damage_Types_(Action)#Wounding|Wounding]] damage which has special rules.
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Non-living creatures and objects (such as robots and doors) are immune, but [[Undead_(Action_Creatures)|Undead]] always soak this damage using [[Body (Action)|Body]] alone - no armor or resist powers will work for them.

Latest revision as of 08:47, 28 March 2023

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Templates for Action
Main article: Powers (Action)

Death Grip

Basic Action

Make a Clinch attack. If successful, you lock your opponent in a death grip. A death grip can only be broken if you go unconscious, suffer a Setback, or attack another creature with the limb you did a death attack with.

Once you have the target in a death grip, you can use the power again to attack your held target, and automatically hit. Even if your attack misses, it still does damage - you still add the outcome, which is now negative, causing less than the base damage.

If your Body scores are within 1 point of each other, you cannot move along with a Basic Action, but can move as a Move as a Basic Action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around like a rag doll.

Death Strike

Inherent

You can make melee attacks that do Body +4 Infection damage, soaked by Toughness. Infection damage has special rules for inflicting hits and recovery.

Death 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. Death Touch does Infection damage soaked by Body and has special recovery rules. Objects and creatures without a metabolism such as robots and undead are immune.

Draining Attack

Inherent

You can make melee attacks that do Body +0 Enervation damage, soaked by Body. Infection damage has special rules for inflicting hits and recovery. In addition, a living target that takes a Hit also loses one point in an attribute selected when the power is bought. This damage lasts until the end of the session and can be healed as if they were Hits.

Eyes of the Tiger

Basic action

Make a Normal Melee Attack. If the target takes any damage, he loses any focus he might have.

Ghost Strikes

Stance

You make all your Melee attacks immaterial. An immaterial attack does mind blast damage equal to your Mind +0, soaked by the target's Mind. You ignore the normal damage value of any attack you use, but you can still take advantage of other aspects of schticks and powers.

Point Blockage

Finisher

The foe does not suffer a Damage Setback and is instead paralyzed. The victim retains all of his senses while paralyzed but is otherwise completely helpless. This is a Curse.

Shadow Fist

Finisher, Focus

If you knock out a living opponent and use this finishing move, you become focused. The opponent is not dead, but becomes torn by an intense fever and will die in three days unless cured by you or the Curse is removed.

Soul of Death

Inherent

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

Storm of the Tiger

Limit Break

Make an attack, adding your Mind attribute to the damage inflicted.

Vengeance of the Tiger

Trigger Action

When you are hit in hand-to-hand combat, you may immediately launch a Melee counterattack against the opponent who just hit you. If you took any damage, add +3 to your attack roll.

Wounding Strike

Inherent

You can use your body to do melee attacks that do Mind +2 - or more if you are using an Implement to improve damage. This is Wounding damage which has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.