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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
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=== Cloud Device ===
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Basic Action
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You cause a device to not work against you and your compatriots for a time, disabling security and even allowing you to pass locked doors. This replaces the  [[Transmute_(Action_Powers_Technique)#Security|Security]] schtick and allows you to negate security at range (with normal range penalties). The device is not actually harmed and can still be triggered by others. This power lasts for a scene, which is usually until you have left the scene.
  
 
=== Cloud of Darkness ===
 
=== Cloud of Darkness ===
Basic Action or Limit Break
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Basic Action  
  
This allows you to create a cloud of darkness, reducing light in a large area, such as a field, square, or large room (about 100 meter diameter).The change is instantaneous and maintained by the power; it the power is disrupted natural light conditions quickly return.
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This allows you to create a cloud of darkness, reducing light in a large area, with a radius equal to your [[Create (Action)|Create]]. The change is instantaneous and normally lasts for one scene; if the power is disrupted natural light conditions quickly return.
  
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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The darkness created is equal to a starry but moonless night; 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. A light source will still glow and be visible at range in the area, but its light does not illuminate unless it has some special power over darkness. There are many schticks and powers that penetrate darkness; these work normally in the area. Direct sunlight will burn away at the darkness, negating it.
  
The darkness created is equal to a starry but moonless night; it is possible to see what is near you, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance. A light source will still glow and be visible at range in the area, but its light does not illuminate unless it has some special power over darkness. There are many schticks and powers that penetrate darkness; these work normally in the area.
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=== Cloying Darkness ===
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Basic Action
  
=== Dance of Shadows ===
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You create an volume of sticky black goo with a diameter equal to your mind. This creates [[Difficult Ground (Action)|Difficult ground]] with a [[Shapeshift_(Action_Powers_Technique)|Maneuver]] difficulty equal to your [[Create (Action)|Create]]. This is a spherical volume, but it will deform and form a hemisphere on the ground at the end of the round unless somehow supported. A flying creature that fails a maneuver check in the area is harmlessly brought to the ground and cannot fly any more in this scene.
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A creature protected from [[Damage_Types_(Action)#Enervation | Enervation]] damage or otherwise resistant to darkness effects ignores cloying darkness.
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=== Dimensional Darkness ===
 
Basic Action
 
Basic Action
  
You control shadows and darkness in an area with a diameter equal to your [[Mind (Action)|Mind]]. This power only works if there is darkness or shadows present, including that created by [[#Cloud of Darkness|Cloud of Darkness]]. You can animate these shadows, creating frightening shapes and using them to confuse foes. You can create the likeness of glowing eyes, a glowing nimbus, or phantom light that is so weak as to be visible only in darkness. These images can move, fade, and return to full strength.  
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You ward an area against teleportation by making it impenetrably dark. 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 [[Actions_(Action)#Surprise|surprised]].
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Teleport barrier covers a radius equal to your [[Create (Action)|Create]] roll and lasts for a scene or until the area is illuminated, whichever is longer.
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=== Disintegrate ===
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Basic Action
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You can touch an object to make it disintegrate into fine dust.
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Make a [[Create (Action)|Create]] roll against the [[Toughness (Action)|Toughness]] of an object to break it.
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If the object was hand crafted or is maintained with extra care, your [[Create (Action)|Create]] roll must also match that craftsman's [[Create (Action)|Create]].
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If the object is in a creature's possession or being operated by a creature, your [[Create (Action)|Create]] roll must also match their [[Dodge (Action)|Dodge]] or [[Ride (Action)|Ride]] respectively.
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Certain objects have plot immunity, they cannot be disintegrated and are instead dropped.
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=== Finishing Greed ===
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Limit Break
  
You can use this to do [[Presence (Action) |Presence]] stunts using your powers skill. In addition, an enemy standing in the spot of darkness who lacks dark vision suffers two points of impairment due to the confusing shapes.
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You place a magical condition on an object and select a Finisher you know as the consequence of owning it. This object must be something desirable, a treasure, treat, or valuable - it cannot be just a simple tool or ordinary piece of gear.
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A creature that claims the object, such as by stealing it, eating it, wearing it, displaying it, or otherwise enjoying its exclusivity, suffers the full effect of the finisher.

Latest revision as of 09:51, 17 May 2023

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Templates for Action
Main article: Powers (Action)

Cloud Device

Basic Action

You cause a device to not work against you and your compatriots for a time, disabling security and even allowing you to pass locked doors. This replaces the Security schtick and allows you to negate security at range (with normal range penalties). The device is not actually harmed and can still be triggered by others. This power lasts for a scene, which is usually until you have left the scene.

Cloud of Darkness

Basic Action

This allows you to create a cloud of darkness, reducing light in a large area, with a radius equal to your Create. The change is instantaneous and normally lasts for one scene; if the power is disrupted natural light conditions quickly return.

The darkness created is equal to a starry but moonless night; 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. At a distance greater than an observers Mind in meters, even obvious things become hidden. A light source will still glow and be visible at range in the area, but its light does not illuminate unless it has some special power over darkness. There are many schticks and powers that penetrate darkness; these work normally in the area. Direct sunlight will burn away at the darkness, negating it.

Cloying Darkness

Basic Action

You create an volume of sticky black goo with a diameter equal to your mind. This creates Difficult ground with a Maneuver difficulty equal to your Create. This is a spherical volume, but it will deform and form a hemisphere on the ground at the end of the round unless somehow supported. A flying creature that fails a maneuver check in the area is harmlessly brought to the ground and cannot fly any more in this scene.

A creature protected from Enervation damage or otherwise resistant to darkness effects ignores cloying darkness.

Dimensional Darkness

Basic Action

You ward an area against teleportation by making it impenetrably dark. 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 surprised. Teleport barrier covers a radius equal to your Create roll and lasts for a scene or until the area is illuminated, whichever is longer.

Disintegrate

Basic Action

You can touch an object to make it disintegrate into fine dust. Make a Create roll against the Toughness of an object to break it. If the object was hand crafted or is maintained with extra care, your Create roll must also match that craftsman's Create. If the object is in a creature's possession or being operated by a creature, your Create roll must also match their Dodge or Ride respectively. Certain objects have plot immunity, they cannot be disintegrated and are instead dropped.

Finishing Greed

Limit Break

You place a magical condition on an object and select a Finisher you know as the consequence of owning it. This object must be something desirable, a treasure, treat, or valuable - it cannot be just a simple tool or ordinary piece of gear. A creature that claims the object, such as by stealing it, eating it, wearing it, displaying it, or otherwise enjoying its exclusivity, suffers the full effect of the finisher.