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

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Trigger Action
 
Trigger Action
  
When you lose your last hit, you can place a curse on your killer. You can pick any power that uses a Basic Action, Limit Break or Trigger Action (Finisher), and use this on the person who inflicted your last hit. As soon as you awaken from unconsciousness, the effect of this power lapses, but if you die it continues until dispelled. Most effects used this way are [[Curse (Action)|Curses]] and so are difficult to get rid of.
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When you lose your last hit, you can place a curse on your killer. You can pick any power that uses a Basic Action, Limit Break or Finisher, and use this on the person who inflicted your last hit. As soon as you awaken from unconsciousness, the effect of this power lapses, but if you die it continues until dispelled. Most effects used this way are [[Curse (Action)|Curses]] and so are difficult to get rid of.
  
 
=== Dispel Death ===
 
=== Dispel Death ===

Revision as of 16:06, 7 December 2013

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Main article: Powers (Action)

Bane

Limit Break

This the curse of the Undead, like Mummy Rot or the life-draining knives of the Nâzgul.

This is a slow effect, that does not have any immediate effect during the combat but which will, in time, kill the victim. You can use Bane on any target you have damaged during the current round. The target cannot heal Hits. Each day, you are allowed a Mind roll against the target's Body, if you succeed the target takes an additional Hit. This is a Curse and can be removed as such.

Barren Seed

Basic Action, Limit Break, or Finisher

You can make someone sterile, impotent, frigid, and and prevent menstruation and the production of milk or semen. The effect lasts for one month is used as a Basic Action; if it is used as a Limit Break or Finisher, it is a permanent Curse.

It will cause a pregnant female in the first trimester to abort. The Limit Break and Finisher version will kill any fetus, and can also be used to kill parasites, symbiotes, and other gestating creatures such as insects in the pupal stage.

Consume Life

Trigger Action (Combo)

Use this when you inflict a Hit on an opponent. Make a Know roll against the target to heal one Hit you have taken.

Death Curse

Trigger Action

When you lose your last hit, you can place a curse on your killer. You can pick any power that uses a Basic Action, Limit Break or Finisher, and use this on the person who inflicted your last hit. As soon as you awaken from unconsciousness, the effect of this power lapses, but if you die it continues until dispelled. Most effects used this way are Curses and so are difficult to get rid of.

Dispel Death

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 Death form or which otherwise affects an Undead, the dead, or a cadaver.

Infection Vector

Limit Break

This is a way to seemingly "cure" someone of a disease, while potentially infecting many others.

You make an object or creature a vector carrying a disease, itself immune and unaffected. People, animals, objects, or communal places such as wells or larders make good targets for this power. It takes a successful opposed Know roll to turn an unwilling living creature into a vector.

Anyone in contact with the vector, or consuming something that came into contact with the vector risks infection and must make a Know roll against your Know or become infected, taking one Hit of Infection damage, if the negative Outcome matches the victims Body the victim starts with three Hits of Infection damage. If the roll succeeds the target is or affected, and it the Outcome matches your Mind the source of the infection is identified. A target that takes precautions against disease is considered to be actively defending against the infection.