Difference between revisions of "Dispel Life (Action Powers)"
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You heal three [[Damage_(Action)#Hits|Hits]] or remove the effect of a [[Damage_(Action)#Damage_Setbacks|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. | You heal three [[Damage_(Action)#Hits|Hits]] or remove the effect of a [[Damage_(Action)#Damage_Setbacks|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. | ||
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Revision as of 14:11, 22 May 2016
Templates for Action |
- Main article: Powers (Action)
Cure Ailment
Limit Break
This negates any biological damage; infection, neurotoxin or poison. It 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 severe handicaps, 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.
The difficulty of cure ailment is the damage or skill value powering the effect, but all rolls are Routine.
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.
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.