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

From Action
Jump to navigation Jump to search
(→‎Resist Concussion: Basic Action)
m (polish)
Line 9: Line 9:
 
Basic Action
 
Basic Action
  
Add your [[Mind (Action)|Mind]] to your soak attribute against [[Damage Types (Action)#Concussion| concussion damage]] for the rest of the scene.
+
Add your [[Mind (Action)|Mind]] to your soak attribute against [[Damage Types (Action)#Concussion| concussion]] damage for the rest of the scene.
  
 
===Stall Flight===
 
===Stall Flight===

Revision as of 09:42, 12 April 2012

ActionT4 logo
Templates for Action

Calm Air

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 Air form or which otherwise affects an Air Elemental, air or a gas.

Resist Concussion

Basic Action

Add your Mind to your soak attribute against concussion damage for the rest of the scene.

Stall Flight

Basic Action

You remove a creature's ability to fly. It will fall quickly but harmlessly to the ground if hit by this power, and cannot achieve flight again for the rest of the scene or until Stall Flight is dispelled.

True Air

Stance

Your Air attacks are not affected by Resist powers; targets do not get to add their Mind to their Action to soak damage from them. If you know of a particular gas the target is vulnerable to, you can imbue such attacks to exploit this vulnerability.