Difference between revisions of "Shapeshift Fire (Action Powers)"

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Stance
 
Stance
  
You can walk on any combustible object as if it was flat ground, even an inverted surface or a surface that would not carry your weight. You can fly at normal [[Move (Action)|Move]] so long as you remain within [[Maneuver (Action)|Maneuver]] meters of an open fire. You leave a trail of cinders as you move, making you easy to track.
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You can walk on any combustible object as if it was flat ground, causing it to ignite. You can even walk on an inverted surface or one that would not carry your weight. You can fly at normal [[Move (Action)|Move]] so long as you remain within [[Maneuver (Action)|Maneuver]] meters of an open fire. You leave a trail of fire and embers as you move, making you easy to track.

Latest revision as of 09:12, 27 July 2021

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Main article: Powers (Action)

Fire Elemental Form

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on a Fire Elemental with this version of the power.

Fire Glide

Stance

You can walk on any combustible object as if it was flat ground, causing it to ignite. You can even walk on an inverted surface or one that would not carry your weight. You can fly at normal Move so long as you remain within Maneuver meters of an open fire. You leave a trail of fire and embers as you move, making you easy to track.