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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
===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.
 
  
 
===Craft Ice===
 
===Craft Ice===
Basic Action
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{{: Transmute_ Object_(Action)}}
 
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You can create simple objects out of ice that will perform as if they were basic metal items of no more than [[Tech_Level_(Action)|Blacksmith]] sophistication. In this way, you can create basic tools, arms, and armor that last for a scene.  
You can create simple objects out of ice that will perform as if they were basic metal items of no more than [[Tech_Level_(Action)|Blacksmith]] sophistication. In this way, you can create basic tools, arms, and armor. The duration in a temperate climate is minutes equal to the Action Result. In a tropical climate, the duration is in rounds. In cold climate, the items will not melt, but will chip and break in a few days of use.
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In frozen conditions, the items will not melt but will chip and break after a few days of use.
  
 
===Ice Armor===
 
===Ice Armor===
Basic Action or Limit Break
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Basic Action  
  
You coat the target (which can be you) in protective ice. He gains 4 points of armor, increasing [[Toughness (Action)|Toughness]]. If you use this as a Basic Action, it lasts until the end of the round, if you use it as a Limit Break it lasts for one scene or about 15 minutes.
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You coat the target (which can be you) in protective ice. He gains 3 points of armor, increasing [[Toughness (Action)|Toughness]].  
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Ice armor is [[Items_(Action)#Large|Large]] and obvious and lasts for a scene.
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You can maintain this armor on yourself between scenes, but not on others; to protect others you must use it in or right before each action scene.
  
 
===Ice Wall===
 
===Ice Wall===
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The wall has a [[Body (Action)|Body]] equal to your [[Create (Action)|Create]] + [[Mind (Action)|Mind]] and will naturally melt depending on weather conditions, but will last a day or so even in a tropical climate.
 
The wall has a [[Body (Action)|Body]] equal to your [[Create (Action)|Create]] + [[Mind (Action)|Mind]] and will naturally melt depending on weather conditions, but will last a day or so even in a tropical climate.
  
=== Sleet ===
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=== Interdimensional Ice ===
 
Basic Action
 
Basic Action
  
You can coat a section of floor or flat ground with sleet or ice in a diameter equal to your [[Chi (Action) | 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.  
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You ward an area against teleportation, creating ethereal ice crystals that prevent planar travel. 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 arrives frozen in ice, making him loose all shots for this and the next round.
{{:Slippery (Action)}}
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Interdimensional Ice covers a radius equal to your [[Create (Action)|Create]] roll and lasts for a scene. If the temperature is sub-freezing the ward lasts longer, until the area is thawed out.
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=== Transmute Ice ===
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{{: Transmute_ Object_(Action)}}
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You can transform one frozen liquid substance into another or change ice into complex forms.

Latest revision as of 12:15, 25 July 2023

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Templates for Action
Main article: Powers (Action)

Craft Ice

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. You can create simple objects out of ice that will perform as if they were basic metal items of no more than Blacksmith sophistication. In this way, you can create basic tools, arms, and armor that last for a scene. In frozen conditions, the items will not melt but will chip and break after a few days of use.

Ice Armor

Basic Action

You coat the target (which can be you) in protective ice. He gains 3 points of armor, increasing Toughness. Ice armor is Large and obvious and lasts for a scene. You can maintain this armor on yourself between scenes, but not on others; to protect others you must use it in or right before each action scene.

Ice Wall

Limit Break

You can create a wall of massive ice. The wall can be as long as the Create roll that created it, as high as your Mind and has a thickness of one meter. It cannot be created adjacent (within one meter of) a creature. A wall 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 basic portal, catwalk and so on.

The wall has a Body equal to your Create + Mind and will naturally melt depending on weather conditions, but will last a day or so even in a tropical climate.

Interdimensional Ice

Basic Action

You ward an area against teleportation, creating ethereal ice crystals that prevent 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 arrives frozen in ice, making him loose all shots for this and the next round.

Interdimensional Ice covers a radius equal to your Create roll and lasts for a scene. If the temperature is sub-freezing the ward lasts longer, until the area is thawed out.

Transmute Ice

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.

You can transform one frozen liquid substance into another or change ice into complex forms.