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

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(Control Randomness)
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=== Control Randomness ===
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Trigger Action (Combo)
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When you do something with a large amount of inherent randomness, such as many [[Flux (Action)|Flux]] powers, you get to pick the result. This does not apply to the regular dice roll to determine the success of an action, only to special random results of actions like [[Flux_(Action_Powers_Form)#Chaos_Blast|Chaos Blast]]. You can also control the result of other actions with random results, such as the flip of a coin.
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Using this power repeatedly becomes harder and harder; after doing it a number of times in a session equal to your [[Know (Action)|Know]] it no longer works and you suffer a [[Setback (Action)|Setback]]. The [[GM]] may make a secret [[Know (Action)|Know]] roll for you to determine how many times you can use it safely in a session rather than use a fixed number.
  
 
=== Dispel Flux ===
 
=== Dispel Flux ===

Revision as of 10:33, 2 March 2013

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Templates for Action
Main article: Powers (Action)

Control Randomness

Trigger Action (Combo)

When you do something with a large amount of inherent randomness, such as many Flux powers, you get to pick the result. This does not apply to the regular dice roll to determine the success of an action, only to special random results of actions like Chaos Blast. You can also control the result of other actions with random results, such as the flip of a coin.

Using this power repeatedly becomes harder and harder; after doing it a number of times in a session equal to your Know it no longer works and you suffer a Setback. The GM may make a secret Know roll for you to determine how many times you can use it safely in a session rather than use a fixed number.

Dispel Flux

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 Flux form or which otherwise affects a Demon.

Game of Fate

Basic Action

Use this power when you challenge someone to a game or contest; you must announce this so that all understand the conditions, tough they need not take you seriously at this point. Pick a power you know that can affect a single person, including a Limit Break or Trigger Action (Finisher). After the contest is resolved, the winner of the game can immediately use this power either on himself or on the loser. In a team sport, the winning team champion choose one target among the contestants or can choose to use an area effect against the whole loosing team.

Jinx

Trigger Action

Whenever someone near you is trying to succeed at an action and you are aware of it, you can try to jinx and foil their efforts. The difficulty of their action becomes your Know +3. Range and other penalties can reduce your effective skill rating.