Dispel Mind (Action Powers)

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Main article: Powers (Action)

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.