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

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This negates any [[Damage Types (Action)#Biological|biological damage]]; infection, neurotoxin or poison. It removes any lingering effect and prevents future damage from this ailment; it does not cure hits already taken. It also removes mundane infection, disease, and other ailments, but does not help against severe handicaps, curses, or disabilities. Some severe or plot-related ailments are considered [[Curse (Action)|curses]] and cannot be treated with this power, tough it does give the first step; information on what needs to be done.
 
This negates any [[Damage Types (Action)#Biological|biological damage]]; infection, neurotoxin or poison. It removes any lingering effect and prevents future damage from this ailment; it does not cure hits already taken. It also removes mundane infection, disease, and other ailments, but does not help against severe handicaps, curses, or disabilities. Some severe or plot-related ailments are considered [[Curse (Action)|curses]] and cannot be treated with this power, tough it does give the first step; information on what needs to be done.
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The difficulty of cure ailment is the damage or skill value powering the effect, but all rolls are [[Actions_(Action)#Confident_Roll|Routine]].
  
 
=== Dispel Life ===
 
=== Dispel Life ===

Revision as of 13:25, 13 June 2013

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Main article: Powers (Action)

Cure Ailment

Limit Break

This negates any biological damage; infection, neurotoxin or poison. It removes any lingering effect and prevents future damage from this ailment; it does not cure hits already taken. It also removes mundane infection, disease, and other ailments, but does not help against severe handicaps, curses, or disabilities. Some severe or plot-related ailments are considered curses and cannot be treated with this power, tough it does give the first step; information on what needs to be done.

The difficulty of cure ailment is the damage or skill value powering the effect, but all rolls are Routine.

Dispel Life

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.

You can dispel any power of the Life form or that affects a plant or a natural, living creature. This is normally any creature that is Plant, Animal, or Folk.

Heal Wounds

Limit Break

You heal three Hits or remove the effect of a Damage Setback from a touched living creature. The difficulty is the damage value of the attack that caused the damage or the skill value of who or whatever caused the problem.

Life Support

Inherent

You are inherently resistant to extremes of environment, surviving conditions such as extreme temperature, pressure, chemical environment, and radiation. You can survive in any environment where life can survive, but you may have to suspend your body functions to survive in truly exotic locales.