Difference between revisions of "Dispel Order (Action Powers)"
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You can dispel any power of the [[Order (Action Powers Form)|Order]] form or which affects a [[Virtues (Action Creatures)|virtue]]. You can also dispel effect that twist the natural order of physical reality, especially effects that break natural rhythm or periodic events. | You can dispel any power of the [[Order (Action Powers Form)|Order]] form or which affects a [[Virtues (Action Creatures)|virtue]]. You can also dispel effect that twist the natural order of physical reality, especially effects that break natural rhythm or periodic events. | ||
+ | Likewise, you can overwhelm powers of the [[Flux (Action Powers Form)|Flux]] form. | ||
=== Laws of Power === | === Laws of Power === |
Latest revision as of 11:28, 6 December 2021
Templates for Action |
- Main article: Powers (Action)
Analyze Order
Basic Action
You can analyze both physical and social structures. Examples of physical structures include most architecture and static construction, as well as crystalline matrices and such. Social structures include dependencies and hierarchies; you can tell who commands who and detect the members of rigid social hierarchies, such as most military and some highly organized syndicates, criminal or otherwise. You can sense what physical laws and constants are in relation to the other places you know. This is mainly useful when traveling to other planes.
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. Likewise, you can overwhelm powers of the Flux form.
Laws of Power
Finisher
Select a Method appropriate to the target's Tradition. From now on, this method applies to all the targets use of powers. This is a Curse.
Measure Difficulty
Trigger Action
When you face a task, you can determine how difficult it is by analyzing order. Make a Know roll against the difficulty of the task analyzed. On a success you learn the difficulty and what skill and equipment/schticks/powers are relevant to the task. If several skills can be used for the task, you roll against the lowest of the difficulties involved and you learn of all possible skills. On a failure you simply learn that it is more difficult than the result of your roll.
If you have the necessary schticks/powers/equipment to perform the task, there is a +5 bonus to the Know roll. If the task requires no special schticks or powers, you always get this bonus.
Natural Order
Trigger Action
You can defend the natural order of the universe against powers. Whenever a power is used in your presence, you can oppose it, which sets a minimum difficulty for the action equal to your Know +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 hinders sonic attacks in the area, allowing targets of sonic attacks that pass through the area to use your Action as their soak attribute.