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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
===Block ===
+
=== Flying Steel ===
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.
 
 
 
===Extend Spines ===
 
 
Stance
 
Stance
  
You grow powerful metal spines that can be used in melee and do [[Body (Action)|Body]] +3 [[Damage_Types_(Action)#Piercing|Piercing]]. This is not a damage-boosting stance; it creates a weapon. It can be used with damage-boosting stances like [[#Needle Sharpness|Needle Sharpness]].
+
You can manipulate nearby tools and metal objects, and can use metal objects (such as a tool, some scrap metal, a metal gauntlet or a metal-studded glove) to manipulate any kind of object within [[Mind (Action)|Mind]] meters of you, just as if you were using your regular hands. You can also use this to attack with a metallic melee weapon against any target in range.
  
===Great Blow ===
+
=== Iron Bonds ===
 
Basic Action
 
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.
+
You bind your opponent in bands of metal. Make a [[Melee (Action)|Melee]] check against the target's [[Dodge (Action)|Dodge]]. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's [[Reflexes (Action)|Reflexes]] he is more severely bound and suffers three of the conditions, or you can choose the result of the die on one condition. {{: Restraints_(Action)}}
 +
These restraints can be escaped with a [[Reflexes_(Action)#Contortions|Contortions]] stunt pitting [[Reflexes (Action)|Reflexes]] against your [[Melee (Action)|Melee]] or destroyed by another person; they have a [[Body (Action)|Body]] equal to your [[Melee (Action)|Melee]]. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.
  
=== Intercept ===
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=== Metal Strike ===
Trigger Action
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Inherent
 
 
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.
 
 
 
=== Iron Grip ===
 
Basic Action
 
  
You bind your opponent in bands of metal. Make a [[Melee (Action)|Melee]] check against the target's [[Dodge (Action)|Dodge]]. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's [[Reflexes (Action)|Reflexes]] he is more severely bound and suffers three of the conditions. Restraints are applied in this order: '''bound arms, immobilized, bound legs, blindfolding, gagging.''' {{: Restraints_(Action)}}
+
You can make melee attacks that do [[Body (Action)|Body]] +4 [[Damage_Types_(Action)#Blunt| Blunt]], [[Damage_Types_(Action)#Cutting| Cutting]], and [[Damage_Types_(Action)#Piercing| Piercing]] damage, soaked by [[Toughness (Action)|Toughness]].
These restraints can be escaped with a [[Reflexes_(Action)#Contortions|Contortions]] stunt pitting [[Reflexes (Action)|Reflexes]] against your [[Melee (Action)|Melee]] or destroyed by another person; they have a [[Body (Action)|Body]] equal to your [[Melee (Action)|Melee]]. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.
+
If the target has different soak values against these damage types, use the worst one.
  
 
===Needle Sharpness===
 
===Needle Sharpness===
Line 35: Line 26:
 
Inherent
 
Inherent
  
After you [[#Throw|throw]] a metal weapon, you can use this to instantly retrieve it
+
After you [[#Throw|throw]] a metal weapon, you can use this to instantly retrieve it.
 
 
=== Seven-Sword Strike ===
 
Basic Action
 
 
 
Make a [[Melee (Action)|Melee]] attack with a metal weapon against all adjacent enemies. You cannot move as a part of this basic action.
 
  
=== Spike ===
+
=== Spring Back ===
Basic Action
+
Trigger Action (Combo)
  
Make an unarmed attack that does [[Body (Action)|Body]] +4 [[Damage_Types_(Action)#Piercing|Piercing]] damage.
+
You imbue a metal weapon with increased flexibility. If you miss with a melee attack with a metal weapon (not a thrown attack), you can use this to make an additional melee attack with that weapon. Any Trigger Actions used against the first attack do not apply against this second attack.
  
 
=== Steel Edge ===
 
=== Steel Edge ===
 
Inherent
 
Inherent
  
You have a powerful natural weapon that can be used in melee and does [[Body (Action)|Body]] +3 [[Damage_Types_(Action)#Piercing|Piercing]] damage. This is not a damage-boosting stance; it is a natural weapon. It can be used with damage-boosting stances like [[#Needle Sharpness|Needle Sharpness]].
+
You can extend a powerful natural weapon that can be used in melee and does [[Body (Action)|Body]] +4 [[Damage_Types_(Action)#Piercing|Piercing]] damage. This is not a damage-boosting stance; it is a natural weapon. It can be used with damage-boosting stances like [[#Needle Sharpness|Needle Sharpness]].
  
 
=== Steelwield===
 
=== Steelwield===
 
{{:Create_Weapon_(Action_Powers)}}
 
{{:Create_Weapon_(Action_Powers)}}
  
This power can create metal weapons; almost all melee weapons can be made of metal.
+
This power can create metal weapons; almost all melee weapons can be made of metal, as can crossbows and guns.
 
 
=== Throw ===
 
Inherent
 
  
You can throw a metal weapon as a ranged attack using the [[Melee (Action)|Melee]] skill with Close range.
+
You can also use this to transmute a weapon you are using into another weapon or into another material - in this way a dagger can be turned into a shield or a spear into a silver spear.
  
 
=== Warp Metal ===
 
=== Warp Metal ===
 
Basic Action
 
Basic Action
  
You can warp metal by touch, turning metal tools and objects into a useless mass of weird metal for a scene. Thereafter it returns to its original form.
+
You can warp metal by touch, turning metal tools and objects into a useless mass of weird metal for a scene. When the duration is up it returns to its original form.
 +
Make a [[Melee (Action)|Melee]] attack to touch an opponent's armor or weapon. Opponents gain no bonus when using the [[Items_(Action)#Block | Block]] or [[Items_(Action)#Parry | Parry]] abilities of metal items against this attack.
 +
A hit on armor renders any metal armor ineffectual for the rest of the scene. If you strike a metal-armored opponent several times with this power, treat later attacks as if you were using [[#Iron Grip|Iron Grip]].
 +
If you hit a metal weapon, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his [[Reflexes (Action)|Reflexes]], the weapons is warped and useless.
 +
Against objects and creatures made of metal that lack armor (or whose armor you have defeated), such as [[Metal_Elementals_(Action)|Metal Elementals]] and most [[Robots_(Action_Creatures)|Robots]] this power instead does [[Body (Action)|Body]] +6 damage.
  
Make a [[Melee (Action)|Melee]] attack to touch an opponent's armor. Any metal armor he is wearing is rendered ineffectual for the rest of the scene. If you strike a metal-armored opponent several times with this power, treat later attacks as if you were using [[#Iron grip|Iron Grip]]. This power does not normally work against opponents not wearing metal armor, but a creature wearing large amounts of metal for other purposes can be vulnerable to the Iron Grip effect.
+
=== Whirlwind Sword ===
 
+
Basic Action
Against objects and creatures made of metal, such as [[Metal_Elementals_(Action)|Metal Elementals]] and most [[Robots_(Action_Creatures)|Robots]] this power does [[Body (Action)|Body]] +6 damage.
 
  
You can warp metal 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 immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his [[Reflexes (Action)|Reflexes]], the weapons is warped and useless.
+
Make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]] with a melee weapon against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this.  
 +
See [[Actions_(Action)#Combination_Action|Combination Action]] for how you can combine this with movement.

Latest revision as of 08:41, 20 June 2021

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Templates for Action
Main article: Powers (Action)

Flying Steel

Stance

You can manipulate nearby tools and metal objects, and can use metal objects (such as a tool, some scrap metal, a metal gauntlet or a metal-studded glove) to manipulate any kind of object within Mind meters of you, just as if you were using your regular hands. You can also use this to attack with a metallic melee weapon against any target in range.

Iron Bonds

Basic Action

You bind your opponent in bands of metal. Make a Melee check against the target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions, or you can choose the result of the die on one condition. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

These restraints can be escaped with a Contortions stunt pitting Reflexes against your Melee or destroyed by another person; they have a Body equal to your Melee. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.

Metal Strike

Inherent

You can make melee attacks that do Body +4 Blunt, Cutting, and Piercing damage, soaked by Toughness. If the target has different soak values against these damage types, use the worst one.

Needle Sharpness

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.

Needle Sharpness does Piercing damage.

Returning

Inherent

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

Spring Back

Trigger Action (Combo)

You imbue a metal weapon with increased flexibility. If you miss with a melee attack with a metal weapon (not a thrown attack), you can use this to make an additional melee attack with that weapon. Any Trigger Actions used against the first attack do not apply against this second attack.

Steel Edge

Inherent

You can extend a powerful natural weapon that can be used in melee and does Body +4 Piercing damage. This is not a damage-boosting stance; it is a natural weapon. It can be used with damage-boosting stances like Needle Sharpness.

Steelwield

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 metal weapons; almost all melee weapons can be made of metal, as can crossbows and guns.

You can also use this to transmute a weapon you are using into another weapon or into another material - in this way a dagger can be turned into a shield or a spear into a silver spear.

Warp Metal

Basic Action

You can warp metal by touch, turning metal tools and objects into a useless mass of weird metal for a scene. When the duration is up it returns to its original form. Make a Melee attack to touch an opponent's armor or weapon. Opponents gain no bonus when using the Block or Parry abilities of metal items against this attack. A hit on armor renders any metal armor ineffectual for the rest of the scene. If you strike a metal-armored opponent several times with this power, treat later attacks as if you were using Iron Grip. If you hit a metal weapon, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his Reflexes, the weapons is warped and useless. Against objects and creatures made of metal that lack armor (or whose armor you have defeated), such as Metal Elementals and most Robots this power instead does Body +6 damage.

Whirlwind Sword

Basic Action

Make a Normal Melee Attack with a melee weapon against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.