Difference between revisions of "Dispel Order (Action Powers)"
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Select a [[Methods_(Action)|Method]] appropriate to the target's [[Power_Rules_(Action)#Tradition|Tradition]]. From now on, this method applies to all the targets use if powers. This is a [[Curse (Action)|Curse]], tough you can break it with a touch. | Select a [[Methods_(Action)|Method]] appropriate to the target's [[Power_Rules_(Action)#Tradition|Tradition]]. From now on, this method applies to all the targets use if powers. This is a [[Curse (Action)|Curse]], tough you can break it with a touch. | ||
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=== Natural Order === | === Natural Order === |
Revision as of 14:45, 27 December 2012
Templates for Action |
- Main article: Powers (Action)
Dispel Order
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 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
Trigger Action (Finisher)
Select a Method appropriate to the target's Tradition. From now on, this method applies to all the targets use if powers. This is a Curse, tough you can break it with a touch.
Natural Order
Trigger Action
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 power skill +3.
Silence
Limit Break
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 also stops all Sonic attacks in the area or trough the area.
True Pitch
Basic Action
Make an opposed Know roll target. One roll is sufficient against a group of unnamed creatures. If you succeed your sonic damage is not affected by Resist powers; targets do not get to add their Mind to their Action to soak damage from them.If you know of a particular type of sound the target is vulnerable to, you can imbue such attacks to exploit this vulnerability.