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

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Basic Action
 
Basic Action
  
You remove a creature's ability to fly with a [[Know (Action)|Know vs. [[Maneuver (Action)|Maneuver]] check. It will fall quickly but harmlessly to the ground if hit by this power, and cannot achieve flight again for the rest of the scene or until Stall Flight is dispelled.
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You remove a creature's ability to fly with a [[Know (Action)|Know]] vs. [[Maneuver (Action)|Maneuver]] check. The target will fall quickly but harmlessly to the ground if hit by this power, and cannot achieve flight again for the rest of the scene or until Stall Flight is dispelled.
 
 
=== Weather Control ===
 
Basic Action or Limit Break
 
 
 
This allows you to control the weather is a fairly small area, such as a field, square, or large room (about 100 meter diameter). You can create any type of weather condition that could naturally occur in the area. The change is instantaneous and maintained by the power for a scene; it the power is disrupted natural weather conditions quickly return. If the weather you create is completely out of season or unreasonable in the locale, it takes a Limit Break to create even the smaller version.
 
 
 
If the weather has a damaging side effect, such as a tornado, fist-sized hail, or lightning, this damage is random; you cannot control how it strikes. Other than this, you can control how the weather manifests, creating for in a part of the area and wind in another, as long as such conditions could naturally coexist.
 
 
 
If this is used as a Limit Break rather than a basic action, the area affected is much larger and can be increased with successive uses; the diameter of the effect is one kilometer and each additional use of the power doubles the diameter.
 
 
 
[[Know_(Action)|Know]] and [[Know_(Action)|Know]] rolls to avoid the effects of the conditions you create generally have a difficulty equal to your [[Know_(Action)|Know_]].
 
 
 
* '''Cold''' Sends people inside in search of shelter. Forces opponents to don awkward and constraining heavy coats, scarves, and gloves. Causes guards to huddle together around heaters and fires, abandoning their posts. (No, this isn't mind control: these are things that might naturally occur as a result of cold weather.)
 
* '''Fog''' You can create a cloud of thick and concealing fog. The fog is opaque but not transparent; it is possible to see what is near you, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance  and it provides cover to [[Sneak (Action)|Sneak]]. At a distance greater than an observers [[Mind (Action)|Mind]] in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area.
 
* '''Heat and Humidity''' Causes suffering to opponents wearing armor or heavy coats to conceal their portable arsenals. Accelerates rot and decay.
 
* '''Mist''' You can create a cloud of vaporous mist full of misleading shapes. Provides cover to [[Sneak (Action)|Sneak]], and you can concentrate it in certain areas and leave enemies exposed. Causes your enemies to be confused and separated.
 
* '''Rain''' Mires enemy vehicles in mud and makes asphalt slick. Clears the streets of pesky bystanders. Puts out any persistent fires.
 
* '''Snow''' Snarls traffic. Causes flight cancellations. Obscures vision. Can cause sleet, making the ground treacherous to walk on.
 
* '''Thunder''' Impresses mooks and other underlings. Obscures sounds. Causes animals to stampede in terror. Provides very powerful (if brief) illumination that you can time as you like.
 
* '''Wind''' Blows away light objects. Damages buildings, knocks down trees and power lines. Creates sandstorms or snowstorms, which obscure vision and demoralizes foes. Makes water and air travel hazardous.
 

Latest revision as of 11:42, 1 July 2021

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Templates for Action

Calm Air

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 Air form or which otherwise affects an Air Elemental, air or a gas.

Stall Flight

Basic Action

You remove a creature's ability to fly with a Know vs. Maneuver check. The target will fall quickly but harmlessly to the ground if hit by this power, and cannot achieve flight again for the rest of the scene or until Stall Flight is dispelled.