Difference between revisions of "Dispel Chi (Action Powers)"
(→Disrupt Chi: -restrictions) |
m (→Shadowfist: {{:Origin Divide (Action)}}) |
||
Line 17: | Line 17: | ||
Finisher | Finisher | ||
− | The target cannot use powers | + | The target cannot use powers. This is a [[Curse (Action) | Curse]]. {{:Origin Divide (Action)}} |
=== Stunning Blow === | === Stunning Blow === |
Revision as of 10:58, 3 October 2012
Templates for Action |
- Main article: Powers (Action)
Adaptive Resistance
Basic Action
Select a Damage Type you took damage from this scene. Add your Mind to your soak attribute against this type of damage for the rest of the scene. Does not protect against the attack that triggered it.
Bond of Death
Finisher
You attune yourself to the life energy of your target. By violently breaking this bond, you can cause the target great harm. Breaking the bond is a Basic Action for you and allows a Know roll with a difficulty of his Body. Add the number of days since you established the bond to the difficulty. If this roll succeeds, the target is grievously injured, suffering a lasting Damage Setback just as if that setback had been suffered when they lost their last hit.
Disrupt Chi
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.
Shadowfist
Finisher
The target cannot use powers. This is a Curse.
In some campaign worlds there is a strong divide among certain origins. Check with your GM for what applies in your campaign. This is especially common when different world-views collide. This is specific to each campaign world and has to do with how powers work. Divided powers are completely different and incompatible; philosophy, mechanics, physics; everything works differently to opposed powers.
Note that not all worlds have a power divide. In many campaigns all powers are one on an essential level, and all power origins are in compatible. Nor do all origins need to be available in every world; most worlds actually only have one to three different origins.
Example of Origin Divides
Here are some examples how a power divide can be set up in different worlds.
- All origins can be divided against each other, creating a very labile situation. It is every origin for itself and no collaboration between different power groups is likely. It might even be a general war between origins.
- An origin can be divided against itself. For example, two Religions of incompatible origins might exist in the same world and be divided against each other. This is not the same as dualism, when religions are hostile to each other but have the same basic idea about how divinity works, this is two entirely incompatible explanations of the world.
- Technology can stand apart from all the other origins, science and physics against mystical powers.
- Magic and Religion might be opposed. In this situation magic is seen as a heresy, and magicians and priests often war openly. The same can be true of religion versus the other origins. Again, be careful to separate schisms (that hate each other but are not power divided) from real power divides that require entirely separate world-views.
- Psi and everything else. Sometimes psi is seen as a hive-mind, a communal organism that infects sentient creatures, at odds with all individual achievement and liberty.
- Gifts is often tied to one or more of the other origins. In some worlds Gifts is tied to Magic and then has the same opposed origins as Magic. In effect, the two origins are the same, and many creatures might have been created by magic.
- The power divide between other origins might run trough the middle of the Gift origin. In this case, some creatures are tied to one origin, others to another, and the two kinds are completely different and their powers are incompatible.
Effects of Power Divide
Origins that are opposed like this cannot affect each other; they cannot dispel or otherwise modify each other with Meta Powers. It is as if powers of an opposing origin was a schtick and completely mundane.
In some cases it is still possible to affect powers of a divided origin that uses the same form. Analyze powers tied to forms, for example, tend to permit such cross-divide analysis. In this case, it is understanding of the form and of objects of the form that gives insights into the effects such an object are under. The other form is still incomprehensible to you.
Characters and Divided Origins
Characters generally cannot learn multiple divided origins. Using powers of one origin precludes the use of powers of a divided origin. It might be allowed with special GM dispension, but works quite poorly. Each origin needs a completely separate Tradition, with its own Methods. All Powers and Forms need to be learnt separately for each origin. In sort, mixing divided powers in one character is not recommended.
Stunning Blow
Trigger Action (Combo)
Use this after you have scored a Melee hit on an opponent. Make an opposed Know roll; on a success the target loses 3 shots.