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

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{{: Meta Power (Action)}}
 
{{: Meta Power (Action)}}
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=== Doom ===
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Basic Action
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You can [[Curse (Action)|Curse]] another creature, becoming the doom of that creature's existence with an opposed [[Impress (Action) | Impress]] roll. If an attempt fails, that creature is immune to your doom for a year and a day. You can doom several creatures simultaneously, but each requires a separate use of this ability. You can release your Doom voluntarily, but only at the end of a play session. It can also be removed from your target as a [[Curse (Action)|Curse]].
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You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated.
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{{: Meta Power (Action)}}
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=== Thread of Fate ===
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Basic Action
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You can [[Curse (Action)|Curse]] another creature, entwining your fate with that creature's fate with an opposed [[Know (Action) | Know]] roll. If an attempt fails, that creature is immune to to your use of this power for the rest of the adventure. You can entwine with several creatures simultaneously, but each requires a separate use of this ability. You can release your Doom voluntarily, but only at the end of a play session. It can also be removed from your target as a [[Curse (Action)|Curse]].
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You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated.

Revision as of 22:12, 5 April 2017

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Templates for Action
Main article: Powers (Action)

Attribute Theft

Trigger Action (Finisher)

You steal an attribute and can use it for the rest of the scene. The target is forced to use your score in this attribute. If you steal Body you also exchange physical size. You can only steal one attribute from each target.

Fey Dispel

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.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Doom

Basic Action

You can Curse another creature, becoming the doom of that creature's existence with an opposed Impress roll. If an attempt fails, that creature is immune to your doom for a year and a day. You can doom several creatures simultaneously, but each requires a separate use of this ability. You can release your Doom voluntarily, but only at the end of a play session. It can also be removed from your target as a Curse.

You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Thread of Fate

Basic Action

You can Curse another creature, entwining your fate with that creature's fate with an opposed Know roll. If an attempt fails, that creature is immune to to your use of this power for the rest of the adventure. You can entwine with several creatures simultaneously, but each requires a separate use of this ability. You can release your Doom voluntarily, but only at the end of a play session. It can also be removed from your target as a Curse.

You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated.