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

From Action
Jump to navigation Jump to search
(<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>)
 
m (wk)
Line 1: Line 1:
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 +
 +
===Analyze Power ===
 +
Basic Action
 +
 +
You can sense the presence and effects of powers at a distance. If the power is of an elemental form:
 +
 +
[[Air (Action Powers Form)|Air]],
 +
[[Earth (Action Powers Form)|Earth]],
 +
[[Electricity (Action Powers Form)|Electricity]],
 +
[[Fire (Action Powers Form)|Fire]],
 +
[[Ice (Action Powers Form)|Ice]],
 +
[[Metal (Action Powers Form)|Metal]],
 +
[[Plant (Action Powers Form)|Plant]], or
 +
[[Water (Action Powers Form)|Water]], you know the exact effect immediately, otherwise it takes you can identify the power as a Limit Break.
 +
 +
Normally, you detect the closest power effect, but by concentrating on a particular type (name or general description) you can eliminate all others. This means you may have to use this power many times to sort through a complex scene.
 +
 +
You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic uses leaving stronger impressions.
 +
{{:Meta Power (Action)}}

Revision as of 16:25, 24 September 2015

ActionT4 logo
Templates for Action
Main article: Powers (Action)

Analyze Power

Basic Action

You can sense the presence and effects of powers at a distance. If the power is of an elemental form:

Air, Earth, Electricity, Fire, Ice, Metal, Plant, or Water, you know the exact effect immediately, otherwise it takes you can identify the power as a Limit Break.

Normally, you detect the closest power effect, but by concentrating on a particular type (name or general description) you can eliminate all others. This means you may have to use this power many times to sort through a complex scene.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic uses leaving stronger impressions. 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.