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

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Trigger Action (Combo)
 
Trigger Action (Combo)
  
When you witness something with a large amount of inherent randomness, such as many [[Flux_(Action_Powers_Form)|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 entirely random random results, such as the flip of a coin.
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When you witness something with a large amount of inherent randomness, such as many [[Flux_(Action_Powers_Form)|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 entirely random random results, such as the flip of a coin. The power of a Finisher is too great for you to affect this way.
  
 
Using this power repeatedly becomes harder and harder; make a [[Know (Action)|Know]] roll with a difficulty equal to the number of  times you have tried to use this power this session. On a failure, you suffer a [[Setback (Action)|Setback]].
 
Using this power repeatedly becomes harder and harder; make a [[Know (Action)|Know]] roll with a difficulty equal to the number of  times you have tried to use this power this session. On a failure, you suffer a [[Setback (Action)|Setback]].

Revision as of 10:15, 17 October 2019

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Main article: Powers (Action)

Control Randomness

Trigger Action (Combo)

When you witness 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 entirely random random results, such as the flip of a coin. The power of a Finisher is too great for you to affect this way.

Using this power repeatedly becomes harder and harder; make a Know roll with a difficulty equal to the number of times you have tried to use this power this session. On a failure, you suffer a Setback.

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 affects Whimsies.

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 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.

Hallucinations

Stance

You fool detection powers by showing trippy visions of things that might be instead of what is. The area is a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area gets confusing, misleading, or nonsensical results unless they score an Outcome on their skill roll matching your Know.

Jinx

Trigger Action

Whenever someone near you is making a roll to succeed at something and you are aware of the event, 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. You can hinder any number of actions but only completely jinx an action and cause it to fail completely by once per scene per creature; random accidents go only so far.

Sense Power

Basic Action

You can sense the presence of Powers. All powers play around with the natural state of the world, and those sensitive to flux can sense such changes. You can normally sense the presence of an active power effect without knowing what power it is, but you can choose to limit the detection to certain forms, techniques or even specific powers. Make a skill roll and multiply the result by 10; this is the range in meters. If the power detected is in range of your physical senses, you also gain a basic understanding of it and how it works.