Move Air (Action Powers)

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Revision as of 12:09, 11 January 2011 by Starfox (talk | contribs) (→‎Breakfall: glide 5:1)
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Main article: Powers (Action)

Breakfall

Trigger Action or Inherent

You are immune to falling damage. Whenever you see someone or something else fall, you can use a trigger action to make them fall safely. You can opt to slow only the last part of a fall, falling at full speed and then landing safely, or you can choose to fall the actual falling speed to the jumpers normal Move. It also allows horizontal movement at the target's normal speed, which allows gliding at a 5:1 ratio, five meters horizontaly for each meter fallen.

Fly

Basic Action

This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.

You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.

Flight Boost

Stance

Select a flying vehicle or creature you touch; its Move is increased by +2 when flying. You need not continue to touch the creature to maintain this stance.

Grenade Leap

Trigger Action (Defense)

When attacked by an area attack, you can use this to get a +5 bonus to Dodge and move up to double your speed in any direction, including up. You can use it with one of your own area attacks to leap in this way. You are moving after the attack hits, so you do not get the benefit of any cover you move into.