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

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<noinclude>{{Action Power Templates}}</noinclude>
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
{{Action Powers}}
 
  
===Extinguish===
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=== Cauterize ===
 
Basic Action
 
Basic Action
  
You can put out a fire and halt combustion. The difficulty is the damage value of the fire or the Dodge of whoever is using it. If you score an Outcome equal tot he damage value of the attack, it cannot be re-lit for the rest of the scene; this can prevent an opponent's use of a power.
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You inflict one [[Damage_(Action)#Hits | Hit]] and remove the effect of a [[Damage_(Action)#Damage_Setbacks|Damage Setback]] from a touched creature. The difficulty is the damage value of the attack that caused the setback.
  
===Fireproof===
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===Dispel Fire===
Stance
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{{Dispeltime}}
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You can dispel any power of the [[Fire (Action Powers Form)|Fire]] form or which otherwise affects fire or [[Fire_Elementals_%28Action_Creatures%29|fire elementals]].
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=== Sterilize ===
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Basic Action
  
{{Template:Damage Ward (Action Powers)}}
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You singe an area, removing physical and magical taint in an area with a diameter qual to your [[Mind (Action)|Mind]] in meters. Objects in the area are made clean, safe to handle, free of odor, and will not carry poison or be infected with disease. The power also removes any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature.
  
Fireproof wards against [[Damage Types (Action)#Fire| disruption/fire damage]].
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This power cannot remove any power effect that is currently operating. Functionality is not affected; if the creature, object, or area is supposed to be dangerous, such as a trap, it is not rendered harmless.
  
===Dispel Fire===
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=== Trial by Fire ===
 
Basic Action
 
Basic Action
  
You can dispel any power of the [[Fire (Action Powers Form)|Fire]] form or which otherwise affects fire. The difficulty is the skill value of whoever originally created the effect.  
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You need a former body part or piece of excrement from the creature to be analyzed. Make an opposed [[Know (Action)|Know]] roll. On a success, you learn of any special vulnerabilities or resistances the creature has to different forms of attack, including such things as not being able to regenerate damage of a specific type. You find one type of resistance or vulnerability, plus one more for every 2 points of Outcome. On an Outcome matching the creature's [[Body (Action)|Body]] you learn all its vulnerabilities and resistances.
 
 
{{Dispeltime}}
 

Latest revision as of 16:36, 14 May 2018

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Templates for Action
Main article: Powers (Action)

Cauterize

Basic Action

You inflict one Hit and remove the effect of a Damage Setback from a touched creature. The difficulty is the damage value of the attack that caused the setback.

Dispel Fire

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 Fire form or which otherwise affects fire or fire elementals.

Sterilize

Basic Action

You singe an area, removing physical and magical taint in an area with a diameter qual to your Mind in meters. Objects in the area are made clean, safe to handle, free of odor, and will not carry poison or be infected with disease. The power also removes any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature.

This power cannot remove any power effect that is currently operating. Functionality is not affected; if the creature, object, or area is supposed to be dangerous, such as a trap, it is not rendered harmless.

Trial by Fire

Basic Action

You need a former body part or piece of excrement from the creature to be analyzed. Make an opposed Know roll. On a success, you learn of any special vulnerabilities or resistances the creature has to different forms of attack, including such things as not being able to regenerate damage of a specific type. You find one type of resistance or vulnerability, plus one more for every 2 points of Outcome. On an Outcome matching the creature's Body you learn all its vulnerabilities and resistances.