Transmute Ice (Action Powers)

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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.

Craft Ice

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. 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.

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.

Sleet

Basic Action

You can coat a section of floor or flat ground with sleet or ice, making it treacherous to walk on. Make a Create roll, this is the maximum diameter of the sleet in meters. You can make the area smaller if you want. If you want to shape the sleet beyond making it a big puddle, the area becomes smaller; making it some simple geometrical form or excluding certain areas or making islands of safety gives a -2 penalty on the roll for each such manipulation. Range penalties also apply. The whole area must still be withing the diameter. The sleet melts naturally; in warm climes it melts by the end of the scene, in cold climate it lasts indefinitely.

The Free Running difficulty of the area becomes equal to your Create (this is your base skill, not modified as above).