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

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m (→‎Dark Dispel: Likewise, you can overwhelm powers of the Light form.)
 
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You can sense the presence of shadow or darkness at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You can concentrate upon a specific form of darkness (a shadow, a dark room) and sense only that if you like.
 
You can sense the presence of shadow or darkness at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You can concentrate upon a specific form of darkness (a shadow, a dark room) and sense only that if you like.
 
 
You can use this to find dark hollow spaces such as secret rooms or containers, using [[Know (Action)|Know]] instead of [[Create (Action)|Create]].
 
You can use this to find dark hollow spaces such as secret rooms or containers, using [[Know (Action)|Know]] instead of [[Create (Action)|Create]].
 
 
You can identify magical effects based on the [[Darkness_(Action_Powers_Form)|Darkness]] form or that affects a creature of darkness.
 
You can identify magical effects based on the [[Darkness_(Action_Powers_Form)|Darkness]] form or that affects a creature of darkness.
 
 
You can sense darkness in a creature. You can sense if a creature is overcome by negative emotions, what emotion, and what it is directed against.
 
You can sense darkness in a creature. You can sense if a creature is overcome by negative emotions, what emotion, and what it is directed against.
  
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{{Dispeltime}}
 
{{Dispeltime}}
  
You can dispel any power of the [[Darkness (Action Powers Form)|Darkness]] form or which affects an area of darkness or a [[Devils (Action Creatures)|devil]].
+
You can dispel any power of the [[Darkness (Action Powers Form)|Darkness]] form or which affects an area of darkness or a [[Devils (Action Creatures)|devil]].
 +
Likewise, you can overwhelm powers of the [[Light (Action Powers Form)|Light]] form.
  
 
=== Purge Evidence ===
 
=== Purge Evidence ===
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You clean an area and all objects therein, removing any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature - tough such objects will gain an new aura pretty soon.
 
You clean an area and all objects therein, removing any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature - tough such objects will gain an new aura pretty soon.
 
 
This power cannot remove any power effect that is currently operating. Ill intent is not affected; if the creature, object, or area is supposed to be dangerous, such as a poison trap, it is not rendered harmless.
 
This power cannot remove any power effect that is currently operating. Ill intent is not affected; if the creature, object, or area is supposed to be dangerous, such as a poison trap, it is not rendered harmless.
  
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You create an illusion that is applicable only against scrying and detection powers. Anyone trying to detect or remotely sense the area gets results based on a very pessimistic version of reality, with dark events and disasters, unless they score an Outcome on their skill roll matching your [[Know (Action)|Know]].
 
You create an illusion that is applicable only against scrying and detection powers. Anyone trying to detect or remotely sense the area gets results based on a very pessimistic version of reality, with dark events and disasters, unless they score an Outcome on their skill roll matching your [[Know (Action)|Know]].
 
 
The effect lasts for a scene. Using this power continuously is rather easy.
 
The effect lasts for a scene. Using this power continuously is rather easy.
 
A target that fails to match your [[Know (Action)|Know]] with their skill check for the power they are using gradually fall into your net. You gain a long-lasting [[Stunt_(Action)#Advantage|Advantage]] against them, usable only for this power.
 
A target that fails to match your [[Know (Action)|Know]] with their skill check for the power they are using gradually fall into your net. You gain a long-lasting [[Stunt_(Action)#Advantage|Advantage]] against them, usable only for this power.
 
If they fail with a margin equal to their [[Mind (Action)|Mind]], this power grips them permanently. You are aware of when they use scrying and detection powers, and can use this power against them anytime they do so. This is a [[Curse (Action)|Curse]].
 
If they fail with a margin equal to their [[Mind (Action)|Mind]], this power grips them permanently. You are aware of when they use scrying and detection powers, and can use this power against them anytime they do so. This is a [[Curse (Action)|Curse]].

Latest revision as of 11:26, 6 December 2021

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Main article: Powers (Action)

Analyze Darkness

Basic Action

You can sense the presence of shadow or darkness at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You can concentrate upon a specific form of darkness (a shadow, a dark room) and sense only that if you like. You can use this to find dark hollow spaces such as secret rooms or containers, using Know instead of Create. You can identify magical effects based on the Darkness form or that affects a creature of darkness. You can sense darkness in a creature. You can sense if a creature is overcome by negative emotions, what emotion, and what it is directed against.

Dark Dispel

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 Darkness form or which affects an area of darkness or a devil. Likewise, you can overwhelm powers of the Light form.

Purge Evidence

Basic Action

You clean an area and all objects therein, removing any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature - tough such objects will gain an new aura pretty soon. This power cannot remove any power effect that is currently operating. Ill intent is not affected; if the creature, object, or area is supposed to be dangerous, such as a poison trap, it is not rendered harmless.

Visions of Darkness

Basic Action

You create an illusion that is applicable only against scrying and detection powers. Anyone trying to detect or remotely sense the area gets results based on a very pessimistic version of reality, with dark events and disasters, unless they score an Outcome on their skill roll matching your Know. The effect lasts for a scene. Using this power continuously is rather easy. A target that fails to match your Know with their skill check for the power they are using gradually fall into your net. You gain a long-lasting Advantage against them, usable only for this power. If they fail with a margin equal to their Mind, this power grips them permanently. You are aware of when they use scrying and detection powers, and can use this power against them anytime they do so. This is a Curse.