Dispel Order (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
You can analyze both physical and social structures. Examples of physical structures include most architecture and static construction, as well as crystalline matrices and such. Social structures include dependencies and hierarchies; you can tell who commands who and detect the members of rigid social hierarchies, such as most military and some highly organized syndicates, criminal or otherwise. You can sense what physical laws and constants are in relation to the other places you know. This is mainly useful when traveling to other planes.
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.
You can dispel any power of the Order form or which affects a virtue. You can also dispel effect that twist the natural order of physical reality, especially effects that break natural rhythm or periodic events.
Laws of Power
When you face a task, you can determine how difficult it is by analyzing order. Make a Know roll against the difficulty of the task analyzed. On a success you learn the difficulty and what skill and equipment/schticks/powers are relevant to the task. If several skills can be used for the task, you roll against the lowest of the difficulties involved and you learn of all possible skills. On a failure you simply learn that it is more difficult than the result of your roll.
If you have the necessary schticks/powers/equipment to perform the task, there is a +5 bonus to the Know roll. If the task requires no special schticks or powers, you always get this bonus.
You can defend the natural order of the universe against anyone trying to use powers to change things. Whenever such a power is used in your presence, you can oppose it, which sets a minimum difficulty for the action equal to your Know +3.
You invoke stillness and harmony in an area with a diameter equal to your Mind in meters. You can make this area stationary or center it on an object or creature. If the creature or wearer of the object is unwilling, you must succeed on a Know roll against it's Dodge.
Silence lasts the remainder of the scene. While in the silenced area, creatures cannot speak (which triggers many Methods and Power Loss Limitations). Sneak stunts in the area allow movement without requiring new rolls, and silenced opponent's have trouble communicating your location. Silence hinders sonic attacks in the area, allowing targets of sonic attacks that pass through the area to use your Action as their soak attribute.