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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
  
=== Force Skin ===
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=== Animate Objects ===
Stance
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Basic Action
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You can imbue existing unattended objects with mobility and a rudimentary mind.
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This lasts until the end of the next round, but you can spend another Basic Action to renew the effect.
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You can either animate one object as a [[Creature_Rules_(Action)#Henchman|Henchman]] or a number of objects equal to your [[Reflexes (Action)|Reflexes]] as a group of identical [[Creature_Rules_(Action)#Minion.2FVictim|Minions]].
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:[[Body (Action)|Body]] depends on the mass of the object.
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:[[Reflexes (Action)|Reflexes]] is equal to your [[Maneuver (Action)|Maneuver]] minus the object's [[Body (Action)|Body]].
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:[[Mind (Action)|Mind]] is 1.
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:[[Move (Action)|Move]] is 4. They cannot fly but can move as if they were wielded by a human, which can give the impression they can fly.
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:They have the [[Dodge_All_(Action_Powers)#Impassive|Impassive]] and [[Dodge_All_(Action_Powers)#Varmint|Varmint]] powers.
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:They have [[Melee (Action)|Melee]] and [[Dodge (Action)|Dodge]] equal to your [[Maneuver (Action)|Maneuver]] and can make a melee attack for [[Body (Action)|Body]] +2  damage of a type appropriate to their form.
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:[[Maneuver (Action)|Maneuver]] equal to the object's [[Reflexes (Action)|Reflexes]]
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=== Inertial Dampening ===
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Trigger Action (Defense)
  
Your skin is protected by a very tight and form-fitting force field. You gain 2 points of armor, increasing your [[Toughness (Action)|Toughness]]. You can take this schtick several times gaining 2 additional points of armor each time to a maximum of 10 points.
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When a target in sight is about to take [[Damage_Types_(Action)#Concussion|Concussion]] damage, you can add your your [[Maneuver (Action)|Maneuver]] to the targets [[Reflexes (Action)|Reflexes]] to soak that damage.
  
 
=== Levitate ===
 
=== Levitate ===
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You can move through the air instead of along the ground.
 
You can move through the air instead of along the ground.
  
=== Personal Force Field ===
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=== Telekinetic Hand ===
Stance
 
 
 
You surround yourself with a personal force field, a glowing bubble with a diameter slightly larger than you are tall. You gain 10 points of armor, increasing your [[Toughness (Action)|Toughness]]. While inside this field, you can converse and observe but not physically interact with the surrounding reality. You are protected from hostile environments. Your [[Powers (Action)|Powers]] cannot penetrate the force field. The Personal Force Field does not float in water, catch the wind, or otherwise interact with the environment more than you normally would yourself.
 
 
 
=== Telekinetic Reach ===
 
 
Stance
 
Stance
  
You can manipulate objects within [[Mind (Action)|Mind]] meters of you, just as if you were using your regular hands. This allows you to perform basic tasks, melee attacks, and such at a limited range - often positioning yourself out of harms way.
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You can manipulate objects within [[Mind (Action)|Mind]] meters of you, just as if you were using your regular hands. This allows you to perform basic tasks, melee attacks, and such at a limited range - which often lets you position yourself out of harms way. This cannot be used with area attacks.

Latest revision as of 15:01, 22 October 2021

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Templates for Action
Main article: Powers (Action)

Animate Objects

Basic Action

You can imbue existing unattended objects with mobility and a rudimentary mind. This lasts until the end of the next round, but you can spend another Basic Action to renew the effect. You can either animate one object as a Henchman or a number of objects equal to your Reflexes as a group of identical Minions.

Body depends on the mass of the object.
Reflexes is equal to your Maneuver minus the object's Body.
Mind is 1.
Move is 4. They cannot fly but can move as if they were wielded by a human, which can give the impression they can fly.
They have the Impassive and Varmint powers.
They have Melee and Dodge equal to your Maneuver and can make a melee attack for Body +2 damage of a type appropriate to their form.
Maneuver equal to the object's Reflexes

Inertial Dampening

Trigger Action (Defense)

When a target in sight is about to take Concussion damage, you can add your your Maneuver to the targets Reflexes to soak that damage.

Levitate

Stance

You can move through the air instead of along the ground.

Telekinetic Hand

Stance

You can manipulate objects within Mind meters of you, just as if you were using your regular hands. This allows you to perform basic tasks, melee attacks, and such at a limited range - which often lets you position yourself out of harms way. This cannot be used with area attacks.