Dispel Space (Action Powers)

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Main article: Powers (Action)

Dispel Space Disruption

Limit Break

Age of
Effect
Minimum
Difficulty
One Day 12
One Week 14
One Month 16
One year 18
A decade 20
A century 22
A millennium 24
Ten millennia 26
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.

You can dispel any power of the Space form or that involves Teleportation or affects a Sanctum or Teleport Circle and its immediate surroundings, including the circle itself if you so desire.

Reaching Touch

Inherent

You have learned to overcome short distances, using powers and abilities that normally require touch at a distance in meters equal to your Know. You need to see the target clearly to use this power. You cannot physically touch anything this way, and this prevents the use of Reaching Touch for Melee attacks or stunts.

Teleport Magnet

Basic Action or Limit Break

You create a trap. Anyone trying to teleport in or out of a point within a radius equal to your Know roll in meters must make an opposed Skill roll. If this roll fails, the teleport ends up in a a spot you designate within the area. Several adjacent teleport magnet can send those trapped to a single point in any of the areas.

The teleport trap lasts for a scene or until disarmed. If used as a Limit Break, the duration is a year and a day. You can set a password or key that bypasses the Teleport Magnet.

Transpose Terrain

Basic Action

You can transpose the terrain of a different location far away over the area you are in now. This allows you to add terrain features (but not remove them), effectively overwriting the terrain in the current area with new, more extensive terrain. Open ground can have terrain features added, existing terrain can be smoothed over with earth but not removed. You can add brush, sharp stones, or other impediments to the area.

You can increase the Free Running and Terrain Driving difficulty of each part of the area up to your Ride skill, or reduce it by up to three by smoothing it.

You cannot modify structures in the area, only terrain. You can add obstacles on top of structures, making them difficult ground.

The difficulty of this power is the highest Free Running difficulty in the area, and each use of the power affects an area with a diameter equal to your Mind. If this roll fails, you cannot reduce the Free Running or Terrain Driving in that spot and can increase it no higher than your Mind. You cannot try again until the current effect ends.

By placing spots of transposed terrain in a hexagonal patten with Mind meters between each hexagon, you can completely cover an area with repeated uses. The effect lasts for a scene.