Ice (Action Powers Form)
|Heroic Action Role-Play|
Ice is a special case and a bit hard to classify. Some claim it is a variant of fire, cold where fire is hot. Others claim that it is an aspect of water, or a mix of water and air. Some claim it is an element all to itself. Most ice creatures could not care less and use the powers regardless.
Many powers of this form are limited to ice and snow. This includes frozen water, but also ice and snow created by freezing substances that are gaseous in normal room temperature. In many cases, the ice created with this form is actually dry ice, which means it can melt without leaving any water behind.
- Alternate Names: Winter
- Creature : Ice Elementals
- Skill : Know
- Attribute : Body
- Sense : Cold sense
- Mood : Cold, Aloof
- Blast: Cold
You can create hoarfrost, tiny cold spells, or a light mist in a cubic meter. You can freeze ice cubes, water, or organic material of up to a kilo. You can cool air and chill drinks . You can extinguish candles and kill small plants. You can cause ice to glitter and glow, or to display faint images as if reflected in the ice.
You gain the appearance of perfect coolness; your seem unreadable and above reproach. Charm tasks directed against you are Stymied, which almost guarantees a poor result. You still roll normally when trying to use Charm.
You inspire others to be cool, aloft, and coldly calculating. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of Know, and to other skills and rolls as determined my the GM.
Charm Ice Elementals
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Ice Elementals.
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.
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.
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.
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.
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.
You can focus when you take Cold damage or an Ice attack. Whenever you are hit by such an attack or subject to harmful amounts of cold, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.
Improve your Dodge by +2. Dodge modifiers do not stack.
You create a barrier of sharp icicles that binds a creature in place, making it dangerous for it to move. Make a roll of Impress vs. Dodge. On a success, the target is surrounded by a barrier of icicles. This has no effect on actions, but if the creature moves it must cross the barrier, taking piercing damage equal to an Impress roll. The barrier expires at the end of the scene or it can be escaped with a contortions stunt with a difficulty of your Impress.
Basic Action or Finisher
Make an opposed Impress roll, on a success the target is blinded for the rest of the round. On an outcome matching the target's Reflexes the target is blinded for the rest of the scene. If performed as a Finisher, the effect is a Curse.
Summon Ice Elemental
You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.
A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.
When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.
This power only works on Ice Elementals.
You can analyze the properties of ice and snow. You learn the exact composition and properties of the object and whether it has been affected by any powers recently. You can analyze the properties of ice and snow. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
The target is frozen and in suspended animation, unconscious. At your option they can become ice statures or be encased in a block of ice or even frozen into an existing ice wall.
People in deep freeze are asleep and will not bleed, age or die while frozen, as long as the cold is maintained. Add the targets Dodge value to the soak attribute against all types of damage, and if in an ice block or wall of ice add your Mind to the soak attribute as well. They can be transported or stored and then thawed out.
Ice Elemental Form
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Ice Elemental with this version of the power.
Stance or Inherent
You can move unhindered and at your full Move with no risk of slipping or losing your balance on snow, ice or sleet. This part of the power is inherent.
You can create ice to ski over normal ground on even in less-than ideal circumstances; in this case Skate is a stance. You leave a path of ice after you move, but this is only cosmetic; it crumbles and melts almost instantly after you pass.
You can change your substance (but not your shape) into snow and ice. In this form, you are immune to cold and you can Sneak in ice and snow as if you had concealment. You can merge with snow, and pass through solid snow or ice at a rate of your Move as a Basic Action.
Trigger Action (Combo)
When you are taking a Basic Action to attack and the opponent declares Trigger Action (Defense); the defense is negated and your target cannot make another. This is an exception to the rule that trigger actions cannot trigger each other.
You can make melee attacks that do Body +4 Cold damage, soaked by Toughness. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Make two Normal Melee Attacks against the same or adjacent opponents.
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Ice Touch does disruption/cold damage.
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create rapiers, spears, and picks.
Make a Melee attack with Body +4 Piercing damage against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
An extended Melee attack with a +3 bonus to the attack roll and to damage. You cannot take Trigger Actions until your next shot comes up.
Trigger Action (Result)
Make a Melee attack that is normally a Basic Action against an opponent who has just missed you with a melee attack.
Soul of Cold
You can see through ice and snow. This allows you to find buried objects, traps and hidden doors with ease. This has the effects of a Scan stunt, and you automatically spot creatures in this area who are not Sneaking, even if they would be impossible to sense with your normal senses. You are also immune to snow glare or snow blindness. Your sight is not hindered by snow in the air.
You can sense the presence of ice at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of ice or snow (usually not very useful), but by concentrating on a particular shape or composition you can eliminate all others. You can also detect holes in solid layers of ice and/or snow, this is highly useful for finding buried objects and creatures. This lets you locate objects of a basic shape (such as pistols, wheels, and humans).
Finally, you can use this to predict cold weather and to sense if it is natural or the result of power use.
You are invisible in an environment of snow or ice. In this form you can sneak as if you had concealment, and move and act while sneaking without having to make Recon checks, tough you still become visible if you attract attention or act against an enemy. You also hide yourself from Scry powers; add your Mind to your Recon to defend against such abilities. This applies at all times while you are in a snow or ice environment.
Basic Action or Limit Break
As a Basic Action you can cause cold weather is a fairly small area, with a diameter equal to your Ride. With a Limit Break, the radius is ten times that. Temperature drops about thirty degrees Celsius (15 degrees Fahrenheit). The change is instantaneous and maintained by the power; it the power is disrupted natural weather conditions quickly return. Make an opposed Ride check against each target in the area who is not protected from cold. On a success the unseasonable cold sends creatures in search of shelter; those who have to remain outside huddle together around heaters and garbage-can bonfires, abandoning their posts, but they wont flee from an immediate threat. People unsuitably dressed and not near a heat source suffer one Hit from the cold at the end of the first round they spend in the cold but no more after that. Repeated uses can extend the area but not increase the effect.
You can move your Ride in a straight line or along a frozen surface as a basic action. This is the only way you can use this increased speed, but you can do this as part of a chase.
If you are using the the Skate power, you can create your own icy surface to move along, effectively flying.
You can coat a section of floor or flat ground with sleet or ice, making it treacherous to walk on. Make a Ride roll, this is the radius of Sleet in meters. The Free Running difficulty of the area becomes equal to your Ride (this is your base skill, not modified as above). 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 radius. The sleet melts naturally; in warm climes it melts by the end of the scene, in cold climate it may last indefinitely.
You can move prodigious amounts of snow and huge amounts of ice. Use 10 plus the armor value as the difficulty, each point of Outcome moves a cubic meter of ice or snow. Construction created this way is unstable and will soon collapse. If the ice and snow is to be worked with any amount of precision, you will work slower. Over a longer period of time, this power does the work of a number of manual laborers equal to your skill roll.
You can also use this to create an opening through ice or snow. Use 10 plus the armor value as the difficulty, the Outcome must exceed the thickness of the barrier (in meters), or nothing happens. The portal remains open a number of rounds equal to the Outcome, then gradually closes over the course of one round. It does not affect structural integrity.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Coldsnap does cold damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Frost Breath does cold damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Ice Blast does cold damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You create and hurl a spear of ice, which does Piercing damage.
You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Rain of Icicles does Cold and Piercing damage - use the worst soak attribute.