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

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Finisher
 
Finisher
  
Select a [[Methods_(Action)|Method]] appropriate to the target's [[Power_Rules_(Action)#Tradition|Tradition]]. From now on, this method applies to all the targets use if powers. This is a [[Curse (Action)|Curse]], tough you can break it with a touch.
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Select a [[Methods_(Action)|Method]] appropriate to the target's [[Power_Rules_(Action)#Tradition|Tradition]]. From now on, this method applies to all the targets use if powers. This is a [[Curse (Action)|Curse]].
  
 
=== Measure Difficulty ===
 
=== Measure Difficulty ===

Revision as of 22:05, 20 April 2018

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Templates for Action
Main article: Powers (Action)

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.

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.

Laws of Power

Finisher

Select a Method appropriate to the target's Tradition. From now on, this method applies to all the targets use if 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 Recon roll. If the difficulty of the analyzed task is this high or lower, you learn the difficulty and what skill and equipment/schticks/powers are relevant to the task, otherwise you simply learn that it is more difficult than the result of your roll. If several skills can be used for the task, you learn of all of those your roll covers for.

If you have the necessary schticks/powers to perform the task, there is a +5 bonus to the Recon 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 anyone trying to use powers to change things. Whenever such 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 also stops all Sonic attacks in the area or trough the area.