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

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===Block ===
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Trigger Action
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Use a metal weapon to block incoming attacks; gives a +5 Dodge bonus during the current shot. If an attack fails because of this bonus, the blocking weapon takes the impact. Usually it can withstand this just fine, but an attack of a higher tech level or by a much stronger opponent might cause it to break or weaken at the gamemaster's whim.
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=== Charge ===
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Basic Action
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You do a charge when mounted on a vehicle or riding beast. You can do a double move and still attack, and must move at least 5 meters to do a charge.  A charge does +3 damage.
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===Disarm===
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Basic Action
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You can entangle other weapons, especially long and powerfully unbalanced weapons. Add the damage add of your opponent's weapon to your [[Melee (Action)|Melee]] roll. If you hit, the opponent loses the grip on his weapon. He can either immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his [[Reflexes (Action)|Reflexes]], he loses the weapon and you can either kick it away or pick it up.
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===Great Blow ===
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Basic Action
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You make a grandiose all-out attack. This adds +3 to damage. After an all-out attack, you may not take any trigger actions until your next shot comes up.
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=== Intercept ===
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Trigger Action
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You can intercept opponents attacking you in [[Melee (Action)|Melee]], striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in [[Melee (Action)|Melee]], you can use this to make a [[Melee (Action)|Melee]] attack on them.
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=== Returning ===
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Inherent
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After you [[#Throw|throw]] a metal weapon, you can use this to instantly retrieve it. 
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=== Throw ===
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Inherent
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This weapon can be thrown as a ranged attack using the [[Melee (Action)|Melee]] skill with Close range.

Revision as of 13:49, 5 February 2010

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Templates for Action
Main article: Powers (Action)

Block

Trigger Action

Use a metal weapon to block incoming attacks; gives a +5 Dodge bonus during the current shot. If an attack fails because of this bonus, the blocking weapon takes the impact. Usually it can withstand this just fine, but an attack of a higher tech level or by a much stronger opponent might cause it to break or weaken at the gamemaster's whim.

Charge

Basic Action

You do a charge when mounted on a vehicle or riding beast. You can do a double move and still attack, and must move at least 5 meters to do a charge. A charge does +3 damage.

Disarm

Basic Action

You can entangle other weapons, especially long and powerfully unbalanced weapons. Add the damage add of your opponent's weapon to your Melee roll. If you hit, the opponent loses the grip on his weapon. He can either immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his Reflexes, he loses the weapon and you can either kick it away or pick it up.

Great Blow

Basic Action

You make a grandiose all-out attack. This adds +3 to damage. After an all-out attack, you may not take any trigger actions until your next shot comes up.

Intercept

Trigger Action

You can intercept opponents attacking you in Melee, striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in Melee, you can use this to make a Melee attack on them.

Returning

Inherent

After you throw a metal weapon, you can use this to instantly retrieve it.

Throw

Inherent

This weapon can be thrown as a ranged attack using the Melee skill with Close range.