Difference between revisions of "Transmute Air (Action Powers)"

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(Control Weather)
m (→‎Wind Wall: Revision)
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Basic Action
 
Basic Action
  
A churning mass of volatile air can be used to block ranged attacks, fliers, and nastiness like gas and gouts of flame. The wall can be formed as a cloud, plane or sphere. It can be transparent or semitransparent with mist, as you desire.
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A churning mass of volatile air can be used to block ranged attacks, fliers, and nastiness like gas and gouts of flame. The wall can be formed as a cloud, plane or sphere. It can be transparent or misty and translucent, as you desire.
  
Use environmental difficulties to invoke the Wind Wall, it lasts a minute per point of Outcome. The wall has a length or diameter equal to your Magic, , and can curve or bend as you wish. Its height is equal to the Outcome.
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The wall has a duration (in minutes) and a maximum length (in meters) equal to the skill roll that created it. The maximum height is one-third this value and thickness one-tenth this value.. It can curve or bend as you wish.  
  
Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your power skill. Simply moving through the wall is hard and requires a [[Stunt (Action)|Stunt]] roll against your skill. Those failing to pass through the Wind Wall are tossed to the edge of the area, but not directly harmed.
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Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your power skill. Simply moving through the wall is hard and requires a [[Stunt (Action)|Stunt]] roll against your skill. Those failing to pass through the Wind Wall are tossed back to where they started, but not directly harmed.

Revision as of 12:12, 25 October 2007

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Templates for Action

Control Weather

Basic Action or Limit Break

This allows you to control the weather is a fairly small area, such as a field, square, or large room (about 100 meter diameter). You can create any type of weather condition that could naturally occur in the area. The change is instantaneous and maintained by the power; it the power is disrupted natural weather conditions quickly return.

If the weather has a damaging side effect, such as a tornado, fist-sized hail, or lightning, this damage is random; you cannot control how it strikes. Other than this, you can control how the weather manifests, creating for in a part of the area and wind in another, as long as such conditions could naturally coexist.

If this is used as a Limit Break rather than a basic action, the area affected is much larger and can be increased with successive uses; the diameter of the effect is one kilometer and each additional use of the power doubles the diameter.

  • Cold Sends people inside in search of shelter. Forces opponents to don awkward and constraining heavy coats, scarves, and gloves. Causes guards to huddle together around heaters and garbage-can bonfires, abandoning their posts. (No, this isn't mind control: these are things that might naturally occur as a result of cold weather.)
  • Fog You can create a cloud of thick and concealing fog. For those blinded, halve Move, and all Spot tests and ranged attacks suffer a penalty of one per meter in the fog. Seeing more than a meter through this fog is hard.
  • Heat and Humidity Causes suffering to opponents wearing armor or heavy coats to conceal their portable arsenals. Accelerates rot and decay.
  • Mist You can create a cloud of vaporous mist full of misleading shapes. Provides concealment for you and your allies. Causes your enemies to be confused and separated.
  • Rain Mires enemy vehicles in mud. Clears the streets of pesky bystanders. Puts out any persistent fires.
  • Snow Snarls traffic. Causes flight cancellations. Obscures vision. Can cause sleet, making the ground treacherous to walk on.
  • Thunder Impresses mooks and other underlings. Obscures sounds. Causes animals to stampede in terror.
  • Wind Blows away light objects. Damages buildings, knocks down trees and power lines. Creates sandstorms, which obscure vision and demoralizes foes.

Fresh Air

Basic Action

You renew the quality of air, making it breathable and refreshing. You cannot create air where there is no room for it, so you cannot create air under water or inside packed earth. A single application will create enough air for a single creature for one hour; you can easily maintain the air for a number of creatures equal to your skill using this power; more with constant effort.

Creatures whose Body exceeds your Chi counts as one additional creature per point in excess.

Wind Wall

Basic Action

A churning mass of volatile air can be used to block ranged attacks, fliers, and nastiness like gas and gouts of flame. The wall can be formed as a cloud, plane or sphere. It can be transparent or misty and translucent, as you desire.

The wall has a duration (in minutes) and a maximum length (in meters) equal to the skill roll that created it. The maximum height is one-third this value and thickness one-tenth this value.. It can curve or bend as you wish.

Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your power skill. Simply moving through the wall is hard and requires a Stunt roll against your skill. Those failing to pass through the Wind Wall are tossed back to where they started, but not directly harmed.