Dispel Time (Action Powers)

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Dispel Time

Limit Break

You can end the effects of other powers but accelerating time around them, making them run out. You can dispel any power that has a duration; you cannot affect permanent or instantaneous effects. 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 Curse, Limit Break, Finisher, 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 and dispel others.

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. You can use a Defense to increase your Know when someone tries to activate a power like this.

This will not dispel a Curse, but will tell you how to defeat it 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 much remaining duration are harder to dispel: see this table. Use the highest relevant difficulty.

Time Minimum Difficulty
One Week 12
One Month 15
One year 18
A decade 21
A century 24
A millennium 27

Restoration

Time Difficulty
One Day or less 9
One Week or less 12
One year or less 15
A century or less 18
A millennium or less 21

Limit Break

You can restore a creature you touch, or part of it, to a previous condition. This is used to heal wounds or ailments.

Side effects are common, their seriousness depend on the severity of the injury. If used to restore mental health or restore whole-body conditions. The difficulty of avoiding them depends on the period of time the victim has been suffering the injury or the skill or damage or skill value of whatever caused the injury. A failed roll still restores the patient to full health, but brings an appropriate Setback or in severe cases or fumbles, a Curse. This typically involves the loss of memories first of the incident that caused the damage, on more severe failures long gaps in memory can occur, or the patient might forget a certain fact or person. Severe cases can induce total amnesia.

Restoration can alleviate aging, but the difficulty is based on the target's chronological life span, it must be used once a year, any failure causes all removed age to return, and even with successful treatment the beneficiary is Cursed to become increasingly conservative and reactionary.

Visions of The Past

Limit Break

You focus detection powers in a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area see what occurred there in a at a point in the past you pick when using the power unless they score an Outcome on their skill roll matching your Know. The effect lasts until the end of the session.