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

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(Resist Wounds)
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{{:Meta Power (Action)}}
 
{{:Meta Power (Action)}}
 
=== Resist Damage ===
 
Inherent
 
 
Select one [[Damage_Types_(Action)|Damage Type]] when you take this power. Add your [[Mind (Action)|Mind]] to your soak attribute against this type of damage. You can take this power several times, picking a new type of damage each time.
 
  
 
=== Resist Wounds ===
 
=== Resist Wounds ===

Revision as of 20:42, 27 December 2012

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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. You learn the targets attributes when using this power, and you have the option not to exchange attributes if the result is unsatisfactory.

Gifts 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.

Power Theft

Finisher

You steal a power and can use it for the rest of the session. The target loses the use of the power for the same period.

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.

Resist Wounds

Inherent

You cannot take deep wounds and are immune to Damage Setbacks except from certain types of attacks. Select three kinds of attacks that can penetrate your Resist Wounds ability; typical examples include attacks based on certain Forms (such as fire), weapons made of certain materials (such as fire) or uncer particular circumstances (such as in daylight).

Ward Breaker

Inherent

You are extraordinarily resistant to Summon powers, and add +5 to your Dodge and Impress skill to resist them.