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

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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.
 
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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===Ice Armor===
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Stance
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{{:Armor (Action Powers)}}
  
 
===Ice Wall===
 
===Ice Wall===

Revision as of 13:57, 26 November 2007

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Templates for Action
Main article: Powers (Action)

Cold Spell

Basic Action or Limit Break

This allows you to cause cold weather is a fairly small area, such as a field, square, or large room (about 100 meter diameter). Temperature drops about twenty degrees Celsius (10 degrees Fahrenheit). The change is instantaneous and maintained by the power; it the power is disrupted natural weather conditions quickly return. This unseasonable cold sends people inside in search of shelter; those who have to remain outside huddle together around heaters and garbage-can bonfires, abandoning their posts. People unsuitably dresses suffer one point of impairment due to numbing and cold exhaustion.

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.

Ice Armor

Stance

You can create a protective barrier, be it a shield, suit of armor or whatever. This power cannot provide more than ten points of armor.

The basic protection value is two points. You can increase the protection by purhasing the power again or by accepting drawbacks. Each adds an additional two points of armor, up to a maximum of +10 armor.

You decide upon protection value and drawbacks when purchasing the power. Typical drawbacks include the following; each can be taken several times.

  • Armor takes a Limit Break to activate.
  • Armor does not protect against one of the following types of damage: Disruption, Energy, Impact, or Physical.
  • Armor gives a -1 Reflex penalty.
  • Armor is immobile, if you move, you leave it behind (can only be taken once).
  • The armor is in fact a carried shield, and you need to use one hand to use it (an only be taken once)
  • Armor has a weak angle and does not protect against attacks from the rear (or one other angle, as appropriate).
  • Armor is ablative. Each time you take a Hit from an attack the armor protects against, the protective value of the armor is reduced by two. Does not apply to unnamed characters.
  • Armor is reactive. Each time you take any damage from an attack the armor protects against, even if the attack does not penetrate, the protective value of the armor is reduced by one. Does not apply to unnamed characters.
  • Armor lacks flexibility, having only one set protective value that cannot be altered.

Ice Wall

Basic Action

You can create a wall of massive ice. It must be created in contact with the ground or solid foundations, but you can control its shape and by buttressing it can be used as a road, rampart or bridge, have a gate and basic catwalk and so on.

The wall has a basic 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.

An ice wall is a solid object with a Toughness equal to your Chi + the skill roll that created it. The normal duration assumes a temperate climate. In topical condition, it will melt in rounds instead of minutes, in cold conditions it will last indefinitely.

Sleet

Basic Action

You can coat a section of floor or flat ground with sleet or ice in a diameter equal to your Chi in meters, making it treacherous to walk on. The slick melts naturally; in tropical climes it melts by the end of the round, in temperate climate it lasts a minute and in cold climate it lasts indefinitely. Slippery (Action)