Dispel Time (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Dispel Time
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 Time form or which otherwise affects an Time Elemental or which affects the past or tries to indirectly alter the future trough dooms or portents. Most powers affect the future by their direct physical effect, which is only natural and cannot be dispelled using this power. You can only affect powers that work by affecting fate or the future in a mystical way.
Restoration
Limit Break
You can restore a creature you touch, or part of it, to a previous condition. This is used to heal wounds or ailments. The difficulty depends on how long the patient has been suffering from the ailment. Side effects are common, their seriousness depend on the severity of the injury. If used to restore mental health or restore whole-body conditions, it can cause the loss of memories and experience or induce amnesia.
The difficulty depends on the period of time the victim has been suffering the injury. A failed roll still restores the patient to full health, but brings an appropriate Setback or in severe cases or fumbles, a Curse.
Curative restoration can alleviate aging, but the difficulty is based on the target's chronological life span, it must be used once a year, any failure causes all removed age to return, and even with successful treatment the beneficiary is Cursed to become increasingly conservative and reactionary.
Time | Difficulty |
One Day or less | 9 |
One Week or less | 12 |
One year or less | 15 |
A century or less | 18 |
A millennium or less | 21 |