Difference between revisions of "Dispel Psi (Action Powers)"
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=== Absolute Concentration === | === Absolute Concentration === | ||
− | Inherent | + | Inherent or Limit break |
− | You have advanced your powers of concentration to the point where you can | + | You have advanced your powers of concentration to the point where you can use any one stance (schtick or power) without expending any shots to do so. Such a stance will continue to function even if you are unconscious or otherwise unable to take any actions. Changing winch stance you are using this for is a Limit Break and normally done out of action. |
− | === | + | === Analyze Psi === |
Basic Action | Basic Action | ||
− | You can | + | 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 used leaving stronger impressions. |
+ | |||
+ | {{:Meta Power (Action)}} | ||
+ | |||
+ | === Disrupt Psi === | ||
{{Dispeltime}} | {{Dispeltime}} | ||
+ | |||
+ | {{: Meta Power (Action)}} | ||
=== Psi Shield === | === Psi Shield === | ||
Stance | Stance | ||
− | You create a sphere with a diameter equal to your power skill that inhibits powers | + | You create a sphere with a diameter equal to your power skill that inhibits powers. The sphere moves with you. Using powers against anyone inside this area has a minimum difficulty equal to your [[Know (Action)|Know]]; if the normal difficulty would be lower, increase it to that value. |
+ | |||
+ | {{:Meta Power (Action)}} | ||
=== Psychic Burnout === | === Psychic Burnout === | ||
− | + | Finisher | |
+ | |||
+ | The target suffers Power Loss. This is a [[Curse (Action) | Curse]]. | ||
− | + | {{: Meta Power (Action)}} |
Latest revision as of 14:19, 22 May 2018
Templates for Action |
- Main article: Powers (Action)
Absolute Concentration
Inherent or Limit break
You have advanced your powers of concentration to the point where you can use any one stance (schtick or power) without expending any shots to do so. Such a stance will continue to function even if you are unconscious or otherwise unable to take any actions. Changing winch stance you are using this for is a Limit Break and normally done out of action.
Analyze Psi
Basic Action
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 used 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.
Disrupt Psi
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.
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.
Psi Shield
Stance
You create a sphere with a diameter equal to your power skill that inhibits powers. The sphere moves with you. Using powers against anyone inside this area has a minimum difficulty equal to your Know; if the normal difficulty would be lower, increase it to that value.
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.
Psychic Burnout
Finisher
The target suffers Power Loss. This is a Curse.
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.