Difference between revisions of "Dispel (Action Powers Technique)"
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− | + | ==[[Dispel Earth (Action Powers) | Dispel Earth]]== | |
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− | + | ==[[Dispel Fire (Action Powers) | Dispel Fire]]== | |
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− | + | ==[[Dispel Water (Action Powers) | Dispel Water]]== | |
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− | + | ==[[Dispel Animal (Action Powers) | Dispel Animal]]== | |
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− | + | ==[[Dispel Plant (Action Powers) | Dispel Plant]]== | |
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− | + | ==[[Dispel Ice (Action Powers) | Dispel Ice]]== | |
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− | + | ==[[Dispel Illusion (Action Powers) | Dispel Illusion]]== | |
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− | + | ==[[Dispel Dark (Action Powers) | Dispel Dark]]== | |
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− | + | ==[[Dispel Flux (Action Powers) | Dispel Flux]]== | |
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− | + | ==[[Dispel Order (Action Powers) | Dispel Order]]== | |
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− | + | ==[[Dispel Light (Action Powers) | Dispel Light]]== | |
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− | + | ==[[Dispel Gifts (Action Powers) | Dispel Gifts]]== | |
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− | + | ==[[Dispel Magic (Action Powers) | Dispel Magic]]== | |
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− | + | ==[[Dispel Divine (Action Powers) | Dispel Divine]]== | |
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− | + | ==[[Dispel Tech (Action Powers) | Dispel Tech]]== | |
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− | + | ==[[Dispel Death (Action Powers) | Dispel Death]]== | |
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− | + | ==[[Dispel Life (Action Powers) | Dispel Life]]== | |
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− | + | ==[[Dispel Mind (Action Powers) | Dispel Mind]]== | |
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− | + | ==[[Dispel Time (Action Powers) | Dispel Time]]== | |
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Revision as of 11:47, 20 November 2007
Heroic Action Role-Play |
Know gives a deeper understanding of powers and allows you to manipulate them. Many Know powers deal with dispeling, destroying, or changing other powers of the same form. Others protect or increase your resistance. Yet others analyze or manipulate other powers.
Dispel Air
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.
Dispel Earth
Knowledge Stone
Limit Break
You imbue a stone with the ability to sense and store information. You need a man-size chunk of stone, a fist-sized rock crystal, or a tiny gem to enchant it this way. To interact with a knowledge stone requires concentration, even when just communicating. To someone passing by or ignoring it, a knowledge stone is inert. An knowledge stone can be set to twinkle or buzz to attract attention.
There are four ways to use a knowledge stone. The first is as a recording device useful as a camera or for spying. By leaving a knowledge stone in a location and instructing it to record, you can later return or retrieve the stone to watch what happened in its vicinity. Second, you can set it as a display, showing a message to anyone. The third is as an information storage device; recording and retrieving information like a a journal or library would. The fourth is as a communication device; by attuning (a separate Limit Break when holding two Knowledge Stones) it becomes possible to communicate verbally and visually.
Peace on Earth
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 Earth form or which otherwise affects solid objects (not creatures) or an earth elemental creature.
Stone Stance
Limit break
Select one stance when you use this power. That stance remains active for you until the next time you use this power, with no shot cost at the start of an action scene.
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.
Visions of Stone
Limit Break
You protect a location floored or enclosed in stone with a radius up to your Know in meters. Anyone trying to detect or remotely sense the area gets only a vision of the stone in the area unless they score an Outcome on their skill roll matching your Know.
The effect is permanent.
Dispel Fire
Cauterize
Basic Action
You inflict one Hit and remove the effect of a Damage Setback from a touched creature. The difficulty is the damage value of the attack that caused the setback.
Dispel Fire
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 Fire form or which otherwise affects fire or fire elementals.
Sterilize
Basic Action
You singe an area, removing physical and magical taint in an area with a diameter qual to your Mind in meters. Objects in the area are made clean, safe to handle, free of odor, and will not carry poison or be infected with disease. The power also removes 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.
This power cannot remove any power effect that is currently operating. Functionality is not affected; if the creature, object, or area is supposed to be dangerous, such as a trap, it is not rendered harmless.
Trial by Fire
Basic Action
You need a former body part or piece of excrement from the creature to be analyzed. Make an opposed Know roll. On a success, you learn of any special vulnerabilities or resistances the creature has to different forms of attack, including such things as not being able to regenerate damage of a specific type. You find one type of resistance or vulnerability, plus one more for every 2 points of Outcome. On an Outcome matching the creature's Body you learn all its vulnerabilities and resistances.
Dispel Water
Calm Seas
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 momentarily calm waves, currents, and other violent water action. The difficulty is the strength of the water in action (measured as Body. You can also dispel any power of the Water form, any power affecting a water elemental or aquatic creature, or which affects liquids.
Fluid Speech
Inherent
You understand any spoken language, including recordings.
Dispel Animal
Animal 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 Animal form or which otherwise affects an Animal.
Analyze Animal
Basic Action
You can analyze the abilities and attributes of any animal within reach, even if the animal is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the animal and whether it has been affected by any powers recently.
Dispel Plant
Analyze Plant
Basic Action
You can analyze the abilities and attributes of any plant within reach, even if it is inside a container or otherwise separated from you. You learn the exact attributes, skills and schticks of plant creatures or the traits of plants and items made from former plants. You also learn and whether it has been affected by any powers recently.
Dispel Plant
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 Plant form or which otherwise affects a plant, Plant Elemental, or overgrown area.
Gaia's Gift
Limit Break
If you touch the ground when using this power, you heal three hits.
Herbalism
Limit Break
You can gather and use herbs for medicinal purposes. You are always assumed to keep an eye out for such herbs and refresh your supply; the power details how to use them. You can substitute the patient's Body with your Know skill. This can soak damage and help fight infections, poison, pathogens, and other dangers. You can use this as a prophylactic, but must know what specific problem you are preventing. The effect lasts for a scene. Herbalism also applies to poisons. When used in food or as a contact poison, you must first apply the poison (which might be as stunt on some other skill) and the target gets an opposed Know to discover the poison at the last minute. If the poisoning is successful, you do Infection or Neurotoxin damage equal to your Know.
Dispel Ice
Analyze Ice
Basic Action
You can analyze the properties of ice and snow. You learn the exact composition and properties of the object and whether it has been affected by any powers recently. You can analyze the properties of ice and snow. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.
Dispel Ice
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 Ice form or which otherwise affects ice elementals, ice, or snow.
Dispel Illusion
Dispel Illusion
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 Illusion form, mirages, echoes, and effects that affects specres.
False Vision
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 the scene you have created 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 as long as the scene remains static, but when traveling or otherwise in a rapidly changing environment it becomes much harder.
Dispel Dark
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.
Dispel Flux
Control Randomness
Trigger Action (Combo)
When you witness something with a large amount of inherent randomness, such as many Flux powers, you get to pick the result. This does not apply to the regular dice roll to determine the success of an action, only to special random results of actions like Chaos Blast. You can also control the result of other actions with entirely random random results, such as the flip of a coin. The power of a Finisher is too great for you to affect this way.
Using this power repeatedly becomes harder and harder; make a Know roll with a difficulty equal to the number of times you have tried to use this power this session. On a failure, you suffer a Setback.
Dispel Flux
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 Flux form or which affects Whimsies. Likewise, you can overwhelm powers of the Order form.
Hallucinations
Stance
You fool detection powers by showing trippy visions of things that might be instead of what is. The area is a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area gets confusing, misleading, or nonsensical results unless they score an Outcome on their skill roll matching your Know.
Jinx
Trigger Action
Whenever someone near you is making a roll to succeed at something and you are aware of the event, you can try to jinx and foil their efforts. The difficulty of their action becomes your Know +3. Range and other penalties can reduce your effective skill rating.
Sense Power
Basic Action
You can sense the presence of Powers. All powers play around with the natural state of the world, and those sensitive to flux can sense such changes. You can normally sense the presence of an active power effect without knowing what power it is, but you can choose to limit the detection to certain forms, techniques or even specific powers. Make a skill roll and multiply the result by 10; this is the range in meters. If the power detected is in range of your physical senses, you also gain a basic understanding of it and how it works.
Whimsy Evidence
Basic Action
You introduce chaos in an area with a diameter equal to your Mind in meters, making what happened there hard to tell. The power randomizes physical evidence and removes any lingering auras in the area. Any attempt to determine who did what in the area give random results. Objects in the area become the personal belongings or body parts of a random creature, as far as analysis is concerned. 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.
Dispel Order
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.
Dispel Light
Bright 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 Light form or which affects an angel. Light also banishes darkness, and you can use light to dispel any power which adversely affects someone's body, spirit, mind, or mood.
Light Tolerance
Inherent
You are not harmed by excessive light or radiation. Add your Mind to soak values against Radiation damage, and you are immune to the blinding effects of glare or bright light.
Tongues
Basic Action
You can speak with any creature that can talk and wants to speak with you. You must share a medium, such as vocalization/hearing or signs/sight.
True Word
Finisher
The target cannot lie, dissemble, or use trickery. Charm attempts that are not completely honest are Stymied, and those that are based on lies or false pretenses cannot even be attempted. This is a Curse.
Dispel Gifts
Gifts 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.
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.
Steal the Gift
Basic Action
The gifted are founts of power that can be tapped by the unscrupulous. Make an opposed Impress roll against a named Controlled Gifted creature. On a success you inflict one Hit on the Gifted creature and gain one Fortune point. If your Impress scores an outcome matching the Gifted creature's Mind you must instead gain two Fortune points and inflict a Hit and a Damage Setback on the Gifted creature. If you gain Fortune in excess of your Mind this way you must spend any excess points by the end of the scene, or they are lost.
Visions of Power
Inherent
You focus detection powers on yourself, hiding those around you. The area is a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area only see you doing a display of power that does not give them any information of your whereabouts unless they score an Outcome on their skill roll matching your Know.
Dispel Magic
Analyze Magic
Basic Action
You can sense the presence and effects of powers at a distance, learning the form, skill, and power origin. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect the closest power effect, but by concentrating on a particular type (name, form, 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.
Anti-Magic Shell
Basic Action
You create an immobile sphere with a diameter equal to your Mind that inhibits powers. This circle lasts for the rest of the scene. Anyone inside the area suffers from power failure. Even Inherent powers fail. Existing power effects in the area are suspended and have no effect while the Anti-Magic Circle is active.
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.
Dispel Magic
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.
Form Studies
Limit Break
You temporarily gain the use of one Form. Select one form when you use this power; you gain the use of this form for the rest of the scene, or until you use this power again. You gain the cantrip the form offers.
This is mainly useful in combination with other Magic powers that have variable results depending on what forms you know, but also combines well with Spell Preparation.
Spell Parry
Trigger Action (Defense)
Whenever a power is used against a nearby ally, you can attempt to counter it. The difficulty of that power becomes your Know +3. If the target or ally is at range, calculate range penalties to the nearest of the two. You cannot use Spell Parry against an attacker with Hard Cover or doing a Melee action. 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.
Spellcasting Lore
Basic Action
Select another power when you use Spellcasting Lore. Once, before the end of the round, when you use the selected power, you can base any roll or stunt using that power on your Know skill instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
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.
True Name Finisher
Limit Break
You can use a Finisher on any creature whose True Name you know. Make an opposed Know roll. If you fail, you can still try again later.
Wizard's Stance
Trigger Action (Combo)
When you use another power that is a Basic Action, Limit Break, or Trigger Action (Defense), you can use this power to activate two stances that you know. This is an exception to the rule that trigger actions cannot trigger other trigger actions.
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.
Dispel Divine
Dispel Tech
Autodoc
Inherent
You automatically stabilize after a Mortal Wound. When you loose shots, the shot loss is reduced to just one. You can use Know instead of Body to resist Biological Damage. Your autodoc can gather and upload medical data and negate the symptoms of chronic illness (mostly a role-playing effect but might help negate certain curses). But this data can be stolen, in which case the Autodoc can lower your effective Body and Mind to zero when resisting damage and effects.
Cyber Secretary
Inherent
This is an expert system that handles mundane mental chores. It records the surroundings and what you do for later playback, reminds you of appointments, keeps lists of names and addresses and similar stuff that makes you seem to be a neat, organized person. It functions as an internal radio modem and personal computer and has a mobile phone and answering service. Each round, you can activate one Stance without any shot cost.
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.
Operatives for shadow organizations are often fitted with cyber secretaries whether they want to or not. Such a secretary is often molded to a Behavior Chip or Black Box. Some even have obnoxious personalities of their own.
Electro-Magnetic Pulse
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.
Electronic Warfare
Inherent or Basic Action
The Electronic Warfare Package comes with advanced encoding/decryption systems, homers, jammers and ECM systems. It allows you to disrupt ranged communicative powers, eavesdrop on the radio communications of others, and to jam technological surveillance devices.
A character running an EW pack is immune to electronic detection or eavesdropping (even to that of another EW Pack user). Thuis effect is inherent.
A Basic Action can roughly locate radios within a few kilometers and and eavesdrop on them with an opposed Know roll. The range depends heavily on the amount of electronic clutter in the air.
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.
Mask
Inherent
Any cybernetic systems you have are electronically masked; any power or technological tool used to detect them fails. They can still be observed trough normal means.
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.
Dispel Death
Analyze Death
Basic Action
You can analyze the abilities and attributes of any Undead or corpse within arm's reach, even if the target is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the target and whether it has been affected by any powers recently. If you analyze a corpse this way, you learn if it has been affected by any powers, when it died, and rough description of how it died.
Bane
Limit Break
This the curse of the Undead, like Mummy Rot or the life-draining knives of the Nâzgul.
This is a slow effect, that does not have any immediate effect during the combat but which will, in time, kill the victim. You can use Bane on any target you have damaged during the current round. The target cannot heal Hits. Each day, you are allowed a Mind roll against the target's Body, if you succeed the target takes an additional Hit. This is a Curse and can be removed as such.
Barren Seed
Finisher
You can make someone sterile, impotent, frigid, and and prevent menstruation and the production of milk or semen. The effect can last for a month or be a Curse, at your option.
This will kill a fetus, and can also be used to kill parasites, symbiotes, and other gestating creatures such as insects in the pupal stage.
Consume Corpse
Finisher
You destroy a corpse and recover 3 Hits or the results of a Damage Setback. The corpse consumed will be completely destroyed by digestion in a day or so. Until then you can use other powers that target corpses on it (not Consume Corpse), but no-one else can and a power that requires the destruction of a corpse will not work.
Consume Life
Trigger Action (Combo)
Use this when you inflict a Hit on an opponent. Make an opposed Know roll against the target to heal one Hit you have taken.
Dispel Death
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 Death form or which otherwise affects an Undead, the dead, or a cadaver.
Infection Vector
Finisher
This is a way to seemingly "cure" someone of a disease, while potentially infecting many others.
You make an object or creature a vector carrying a disease, itself immune and unaffected. People, animals, objects, or communal places such as wells or larders make good targets for this power.
Anyone in contact with the vector, or consuming something that came into contact with the vector risks infection and must make a Know roll against your Know or become infected, taking one Hit of Infection damage, if the negative Outcome matches the victims Body the victim starts with three Hits of Infection damage. If the roll succeeds the target is or affected, and it the Outcome matches your Mind the source of the infection is identified. A target that takes precautions against disease is considered to be actively defending against the infection.
On a living target this is a Curse, on other kinds of targets the effect can be dispelled normally and also ends if the target is destroyed.
Lore of Blood
Basic Action
Taste a victim's blood (preserved or no more than a day old) and make an opposed Know check. If the result exceeds the target's highest skill value you gain an Advantage against the victim. On an Outcome matching the target's highest attribute score, you instead learn the target's True Name. You can only do this once per scene on a particular creature.
Lore of the Dead
Trigger Action (Combo)
You have knowledge generally only possessed by the dead. Whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt from the long dead. The GM should slant such information based on the time it is from.
Dispel Life
Cure Ailment
Limit Break
This negates any biological damage; infection, neurotoxin or poison. The difficulty of cure ailment is the damage or skill value powering the effect. Cure Ailment removes any lingering effect and prevents future damage from this ailment; it does not cure hits already taken. It also removes mundane infection, disease, and other ailments, but does not help against Limitations, curses, or disabilities. Some severe or plot-related ailments are considered curses and cannot be treated with this power, tough it does give the first step; information on what needs to be done.
Curse of the Crone
Finisher
You can change the targets age to any age you want. This is a Curse. This is always a shock to the targets social life, making them hard to recognize and testing friendships and loyalties severely. Any contacts checks the target makes are Stymied. If you make the target into a child, you can reduce the target's Body down to 3 under their racial minimum and give them the Kid limitation. If you make the target elderly, you can reduce Reflexes down to 3 points below their racial minimum, body by up to three, and give them the Elderly limitation. This age change is real, and will affect the target's remaining lifespan. Living and adjusting to their new age removes the contact check limitation after a year.
Dispel Life
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 Life form or that affects a plant or a natural, living creature. This is normally any creature that is Plant, Animal, or Folk.
Eternal Life
Trigger Action (Combo)
You do not age and have lived a very long time. For each schtick you take in Eternal Life, you have lived about about fifty years more than a typical character. You have great experience and have lived through many things, so whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt during your long life. The GM should slant such information based on the time it is from. You can make a number of rerolls equal to your number of Eternal Life schtick picks.
Eternal Life has a drawback; you are less energetic and driven, causing you to do less in downtime.
Heal Wounds
Limit Break
You heal three Hits or remove the effect of a Damage Setback from a touched living creature. The difficulty is the damage value of the attack that caused the damage or the skill value of who or whatever caused the problem.
Requite Life
Basic Action or Finisher
Make a Know check against the target's Dodge to link a living target's life force to those around him. Whenever the target harms another living creature, he risks taking damage himself. He must make an opposed Body check against the creature he just damaged, on a failure he too takes the effect of the hit he just inflicted on that creature. This is Wounding damage. A creature resistant to Wounding damage can use his soak value against such damage to make the check. This effect lasts until the end of the next round. As a Finisher it becomes a Curse.
Dispel Mind
Aura Mask
Stance
You can mask your aura, making you uninvolved and detached from things around you. This renders you immune to all detection powers that look for intent, hostility, lies, or that glean information from surface thoughts.
Dispel Mind
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 Mind form or that affects Folk.
Flower of Knowledge
Finisher
You can create a flowering of intellect where there was none before. This can give reasoning powers to an object or full sentience to a non-sentient creature. This can create any type of creature except Folk or an animal from an appropriate body. If used on a sentient, it creates a second personality, a mental disorder.
The newly created mind is shaped by you, and you can imbue it with part of your reasoning process and motivation. In general, it will start out friendly to you and sympathetic to your ideas, willing to perform whatever task you created it for. If created within another sentient being, it will be dominant for a time as the original personality is in shock, but after a day or so the two personalities will start to crash. Depending on how different they are from each other, this might be a conflict to the death over control and identity or they might merge almost seamlessly.
The tree of knowledge often bears bitter fruit. While this power can be very rewarding, it is also very dangerous. After a while, minds created this way tend to adopt some of your negative personality traits and might become your bitter enemies, especially if you have many personality flaws or treat them badly.
Mental Resistance
Stance
Use your Know in place of your your Mind to soak Psychic damage and to resist setback on powers and stunts that use your Charm or Impress as the difficulty.
Translate
Basic Action
Make an opposed Know check to learn a language of your choice the target creature near you knows for the rest of the scene. A cooperative creature can reduce the difficulty to a minimum of their Mind. You can also use this on a text, with a difficulty based on the complexity of the text for a native reader. If you fail, you cannot attempt again against that creature for the rest of the scene.
Your skill in the language becomes equivalent to that of your target, or based on your Know, whichever is less. You learn any form of the language the creature knows, such as spoken and written, but potentially also sign and other-sensory languages.
Dispel Time
Dispel Time
Limit Break
You can end the effects of other powers but accelerating time around them, making them run out. You can dispel any power that has a duration; you cannot affect permanent or instantaneous effects. 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 Curse, Limit Break, Finisher, 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 and dispel others.
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. You can use a Defense to increase your Know when someone tries to activate a power like this.
This will not dispel a Curse, but will tell you how to defeat it 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 much remaining duration are harder to dispel: see this table. Use the highest relevant difficulty.
Time | Minimum Difficulty |
One Week | 12 |
One Month | 15 |
One year | 18 |
A decade | 21 |
A century | 24 |
A millennium | 27 |
Restoration
Time | Difficulty |
One Day or less | 9 |
One Week or less | 12 |
One year or less | 15 |
A century or less | 18 |
A millennium or less | 21 |
Limit Break
You can restore a creature you touch, or part of it, to a previous condition. This is used to heal wounds or ailments.
Side effects are common, their seriousness depend on the severity of the injury. If used to restore mental health or restore whole-body conditions. The difficulty of avoiding them depends on the period of time the victim has been suffering the injury or the skill or damage or skill value of whatever caused the injury. A failed roll still restores the patient to full health, but brings an appropriate Setback or in severe cases or fumbles, a Curse. This typically involves the loss of memories first of the incident that caused the damage, on more severe failures long gaps in memory can occur, or the patient might forget a certain fact or person. Severe cases can induce total amnesia. Restoration does not help against Limitations or Curses.
Restoration can alleviate aging, but the difficulty is based on the target's chronological life span, it must be used once a year, any failure causes all removed age to return, and even with successful treatment the beneficiary is Cursed to become increasingly conservative and reactionary.
Mist of Time
Limit Break
You focus detection powers in a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area see what occurred there in a at a point in the past you pick when using the power unless they score an Outcome on their skill roll matching your Know. The effect lasts until the end of the session.