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

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<noinclude>{{Action Power Templates}}</noinclude>
 
<noinclude>{{Action Power Templates}}</noinclude>
 
{{Action Powers}}
 
{{Action Powers}}
=== Cloud ===
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===Analyze Air===
Basic Action  
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Basic Action
  
Create a cloud with a diameter equal to your [[Create (Action)|Create]] roll in meters. Within this area, you can shape the cloud as you like. The change is instantaneous and normally lasts for one scene; drafts and wind can disperse the cloud in a round.  
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You can analyze the properties of any gas within reach, even if the gas is inside a container or otherwise separated from you. You learn the exact composition and properties of the gas and whether it has been affected by any powers recently.
  
The smoke is opaque but not transparent; it is possible to see what is near you, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance  and it provides cover to [[Sneak (Action)|Sneak]]. At a distance greater than an observers [[Mind (Action)|Mind]] in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area.
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=== Ether Cyclone ===
 
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Basic 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 for a scene; it the power is disrupted natural weather conditions quickly return. If the weather you create is completely out of season and unreasonable in the locale, it takes a Limit Break to create even the smaller version.
 
 
 
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.
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You call a storm in the ether, that disrupts teleportation and other planar travel.
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Any attempt to [[Teleport (Action)|Teleport]] into or out of the area has a minimum difficulty equal to your [[Create (Action)|Create]]; if the Outcome was less than your [[Mind (Action)|Mind]] the teleport succeeded, but the teleportee is dazed, making him loose all shots or be [[Actions_(Action)#Surprise|Surprised]] if out of combat.
  
* '''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 fires, abandoning their posts. (No, this isn't mind control: these are things that might naturally occur as a result of cold weather.)
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Ether Cyclone covers a radius equal to your [[Create (Action)|Create]] roll and lasts for a scene.
* '''Fog''' You can create a cloud of thick and concealing fog. Seeing more than a meter through this fog is hard. This fog makes people see only their [[Mind (Action)|Mind]]] meters and provides cover to [[Sneak (Action)|Sneak]].
 
* '''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===
 
===Fresh Air===
 
Basic Action
 
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, but you can create fresh air inside a creature's lungs. 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.
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You renew the quality of air, making it breathable and refreshing. This  pushes out clouds and gas in a diameter equal to your [[Mind (Action)|Mind]] for the rest of  the scene.
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You can also create air in an place where there's room for it, like in a cave or underwater, but not inside a solid.
  
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You can create fresh air inside a creature's lungs.
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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 (Action) |Body]] exceeds your  [[Mind (Action)|Mind]] counts as one additional creature per point in excess.
 
Creatures whose [[Body (Action) |Body]] exceeds your  [[Mind (Action)|Mind]] counts as one additional creature per point in excess.
 
===Shocker ===
 
Stance
 
 
All your attacks are charged with electricity and become inherently shocking. An attack that already has this ability does not further improve. Shocking attacks gain the following quality: "{{: Shock (Action)}}".
 
  
 
===Wind Wall===
 
===Wind Wall===
Limit Break
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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.
 
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.
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The wall has a duration (in minutes) and a maximum dimensions (in meters) equal to the [[Create (Action)|Create]] roll that created it. Within this volume, you can shape it as you wish.
  
The wall has a duration (in minutes) and a maximum dimensions (in meters) equal to the [[Create (Action)|Create]] roll that created it. Within this volume, you can shape it as you wish.
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Any physical ranged attack through the wall is [[Stunt_(Action)#Stymie|Stymied]].
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A translucent wall also [[Stunt_(Action)#Stymie|Stymies]] perception checks.
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Moving through the wall is hard and requires a [[Maneuver (Action)|Maneuver]] roll against your [[Create (Action)|Create]]. A creature that is jumping or flying creature is [[Stunt_(Action)#Stymie|Stymied]] on this check.
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Those failing to pass through the Wind Wall are tossed back to where they started and lose the rest of this action, but take no damage.
  
Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your [[Create (Action)|Create]]. Simply moving through the wall is hard and requires a [[Maneuver (Action)|Maneuver]] roll against your [[Create (Action)|Create]]. Those failing to pass through the Wind Wall are tossed back to where they started and lose the rest of their action, but not directly harmed.
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=== Winds of Change ===
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{{: Transmute_ Object_(Action)}} A gas has a mass of about 1 kg per cubic meter, so you can transform substantial quantities of air.

Latest revision as of 11:06, 13 July 2023

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Templates for Action

Analyze Air

Basic Action

You can analyze the properties of any gas within reach, even if the gas is inside a container or otherwise separated from you. You learn the exact composition and properties of the gas and whether it has been affected by any powers recently.

Ether Cyclone

Basic Action

You call a storm in the ether, that disrupts teleportation and other planar travel. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but the teleportee is dazed, making him loose all shots or be Surprised if out of combat.

Ether Cyclone covers a radius equal to your Create roll and lasts for a scene.

Fresh Air

Basic Action

You renew the quality of air, making it breathable and refreshing. This pushes out clouds and gas in a diameter equal to your Mind for the rest of the scene. You can also create air in an place where there's room for it, like in a cave or underwater, but not inside a solid.

You can create fresh air inside a creature's lungs. 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 Mind 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 dimensions (in meters) equal to the Create roll that created it. Within this volume, you can shape it as you wish.

Any physical ranged attack through the wall is Stymied. A translucent wall also Stymies perception checks. Moving through the wall is hard and requires a Maneuver roll against your Create. A creature that is jumping or flying creature is Stymied on this check. Those failing to pass through the Wind Wall are tossed back to where they started and lose the rest of this action, but take no damage.

Winds of Change

Basic Action or Limit Break

This is a Transmutation power. If you have several Transmutation powers, you can transform things between the substances you have powers for. The difficulty is the Body/Mass of the object, or the Dodge of the wearer. Repairing objects has half the difficulty of creating them or the Create of the maker for very complex items. If you use a Basic Action the duration is one scene, after which the material will return to its natural shape. If you use a Limit Break to create items, they are permanent, but volatile substances and those that qualify as Items deteriorate at the end of a session unless paid for. Besides practical uses, this allows you to ignore the Resources column when Tinkering with this substance. This is also useful for breaking and damaging appropriate objects. You can do Demolish stunts against such objects as a Basic Action. A gas has a mass of about 1 kg per cubic meter, so you can transform substantial quantities of air.