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

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You need a former body part or piece of excrement from the creature to be analyzed. Make an opposed [[Know (Action)|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 (Action)|Body]] you learn all its vulnerabilities and resistances.
 
You need a former body part or piece of excrement from the creature to be analyzed. Make an opposed [[Know (Action)|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 (Action)|Body]] you learn all its vulnerabilities and resistances.
 
=== True Fire ===
 
Basic Action
 
 
Make an opposed  [[Know (Action)|Know]] roll target. One roll is sufficient against a group of unnamed creatures. If you succeed your [[Fire (Action Powers Form)|Fire]] attacks are not affected by Resist powers; targets do not get to add their [[Mind (Action)|Mind]] to their [[Body (Action)|Action]] to soak damage from them. If you know of a particular type of fire the target is vulnerable to, you can imbue such attacks to exploit this vulnerability.
 

Revision as of 09:35, 23 April 2013

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Main article: Powers (Action)

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 ritual cannot remove any power effect that s currently operating, nor can it be used to negate the poison or disease-carrying abilities of creatures. Functionality is not affected; if the creature, object, or area is supposed to be dangerous, such as a trap or poisoned weapon, 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.