Dispel Death (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
You can analyze the abilities and attributes of any Undead or corpse within arm's reach, even if the target is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the target and whether it has been affected by any powers recently. If you analyze a corpse this way, you learn if it has been affected by any powers, when it died, and rough description of how it died.
This the curse of the Undead, like Mummy Rot or the life-draining knives of the Nâzgul.
This is a slow effect, that does not have any immediate effect during the combat but which will, in time, kill the victim. You can use Bane on any target you have damaged during the current round. The target cannot heal Hits. Each day, you are allowed a Mind roll against the target's Body, if you succeed the target takes an additional Hit. This is a Curse and can be removed as such.
You can make someone sterile, impotent, frigid, and and prevent menstruation and the production of milk or semen. The effect can last for a month or be a Curse, at your option.
This will kill a fetus, and can also be used to kill parasites, symbiotes, and other gestating creatures such as insects in the pupal stage.
You destroy a corpse and recover 3 Hits or the results of a Damage Setback. The corpse consumed will be completely destroyed by digestion in a day or so. Until then you can use powers that target corpses on it, but no-one else can and a power that requires the destruction of a corpse will not work.
Trigger Action (Combo)
When you lose your last hit, you can place a curse on your killer. Pick any Finisher to affect the creature who inflicted your last hit. As soon as you awaken from unconsciousness, the effect of this power lapses, but if you die it continues until dispelled. Most effects used this way are Curses and so are difficult to get rid of.
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.
This is a way to seemingly "cure" someone of a disease, while potentially infecting many others.
You make an object or creature a vector carrying a disease, itself immune and unaffected. People, animals, objects, or communal places such as wells or larders make good targets for this power.
Anyone in contact with the vector, or consuming something that came into contact with the vector risks infection and must make a Know roll against your Know or become infected, taking one Hit of Infection damage, if the negative Outcome matches the victims Body the victim starts with three Hits of Infection damage. If the roll succeeds the target is or affected, and it the Outcome matches your Mind the source of the infection is identified. A target that takes precautions against disease is considered to be actively defending against the infection.
On a living target this is a Curse, on other kinds of targets the effect can be dispelled normally and also ends if the target is destroyed.
Lore of the Dead
Trigger Action (Combo)
You have knowledge generally only possessed by the dead. Whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt from the long dead. The GM should slant such information based on the time it is from.