Difference between revisions of "Dispel Gifts (Action Powers)"

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{{: Meta Power (Action)}}
 
{{: Meta Power (Action)}}
 
=== Spirit Prison ===
 
Finisher
 
 
This power imprisons a supernatural creature, making it harmless. Supernatural creatures include
 
[[Creatures_(Action)#Fairies| Fairies]],
 
[[Creatures_(Action)#Epitomes| Epitomes]],
 
[[Creatures_(Action)#Gifted | Gifted]],
 
and
 
[[Creatures_(Action)#Strange| Strange]].
 
The creature does not need to breathe, eat, or drink while sealed, nor does it age. It can use its powers, but only on voluntary recipients; an unwilling target is automatically immune. It cannot use powers on itself.
 
It is considered to be on a different plane for the purpose of [[Template:Summon (Action Powers)|Summon]] powers, but can only be summoned within 1km of where it is sealed.
 
Choose one of the following forms of confinement:
 
* '''Slumber''': The creature falls into a deep, comatose sleep. If harmed, it is freed. It can be temporarily awakened for short conversations.
 
* '''Chaining''': The subject is confined to the spot it occupied when it received the power. Nothing can move the creature from the spot as long as the power is active.
 
* '''Idolatry''': The subject is imprisoned in an object. It is comatose, but any creature touching the object can awaken it and communicate with it. Breaking the object frees the creature.
 
*'''Metamorphosis:''' The creature is transformed. If the shape it has been transformed into is slain, the creature is released.
 
** It assumes gaseous form, except for its head or face.
 
** It is shrunk to a height of 1 inch or less.
 
** It is transformed into a mundane animal or person.
 
* '''Combination''' You can combine several kinds of confinement.
 
 
In addition to what is noted above, Sealing can be broken like a [[Curse (Action)|Curse]].
 
 
The duration depends on your [[Mind (Action)|Mind]].
 
The power can be extended by casting this ritual again.
 
It is common practice to institute a yearly ceremony to re-seal a powerful creature bound this way.
 
You can use [[Dispel_(Action_Powers_Technique)#Mental_Push|Mental Push]] to extend the duration.
 
{|style="width:30em;"
 
|-style="background:#eee;"
 
||'''Mind Score'''||align="left" |'''Duration'''
 
|-
 
||5 or less||A month and a day
 
|-
 
||6-8||align="left" |A year and a day
 
|-
 
||9-11||align="left" |A decade and a day
 
|-
 
||12-14||align="left" |A century and a day
 
|-
 
||15 or more||align="left" |A millennium and a day
 
|-
 
|}
 
  
 
=== Visions of Power ===
 
=== Visions of Power ===

Revision as of 16:20, 30 December 2020

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Main article: Powers (Action)

Gifts Dispel

Limit Break

Age of
Effect
Minimum
Difficulty
Three days 12
One Month 14
One year 16
A decade 18
A century 20
A millennium 22
Ten millennia 24

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.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Visions of Power

Inherent

You focus detection powers on yourself, hiding those around you. The area is a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area only see you doing a display of power that does not give them any information of your whereabouts unless they score an Outcome on their skill roll matching your Know.