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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
=== Disrupt Gifts ===
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=== Gifts Dispel ===
Basic Action
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{{Dispeltime}}
  
You can dispel any power of the [[Gifts Origin (Action)|Gifts]] origin. The difficulty is the skill value of whoever originally created the effect.
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{{: Meta Power (Action)}}
{{Dispeltime}}
 
  
=== Power Theft ===
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=== Steal the Gift ===
Trigger Action (Finisher)
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Basic Action
  
You steal a power and can use it with the [[Gifts Origin (Action)|Gifts Origin]] for the rest of the session. The target loses the use of the power for the same period.
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''The gifted are founts of power that can be tapped by the unscrupulous.''
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Make an opposed [[Impress (Action)|Impress]] roll against a named [[Gifts_(Action_Powers_Form)#Debt_of_Service| Controlled]] [[Creatures_(Action)#Gifted|Gifted]] creature. 
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On a success you inflict one [[Hit (Action)|Hit]] on the [[Creatures_(Action)#Gifted|Gifted]] creature and gain one [[Fortune (Action)|Fortune]] point.
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If your [[Impress (Action)|Impress]] scores an outcome matching the [[Creatures_(Action)#Gifted|Gifted]] creature's [[Mind (Action)|Mind]] you must instead gain two  [[Fortune (Action)|Fortune]] points and inflict a [[Hit (Action)|Hit]] and a [[Damage_(Action)#Damage_Setbacks|Damage Setback]] on the [[Creatures_(Action)#Gifted|Gifted]] creature.  
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If you gain [[Fortune (Action)|Fortune]] in excess of your [[Mind (Action)|Mind]] this way you must spend any excess points by the end of the scene, or they are lost.
  
=== Ward Breaker ===
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=== Visions of Power ===
Stance
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Inherent
  
You are extraordinarily resistant to [[Summon (Action Powers Technique)|Summon]] powers, and add +5 to your [[Impress (Action)|Impress]] skill against them.
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You focus detection powers on yourself, hiding those around you. The area is a radius equal to your [[Know (Action)|Know]] in meters around you. Anyone trying to detect or remotely sense the area only see you doing a display of power that does not give them any information of your whereabouts unless they score an Outcome on their skill roll matching your [[Know (Action)|Know]].

Latest revision as of 11:08, 24 January 2021

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Main article: Powers (Action)

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.

Steal the Gift

Basic Action

The gifted are founts of power that can be tapped by the unscrupulous. Make an opposed Impress roll against a named Controlled Gifted creature. On a success you inflict one Hit on the Gifted creature and gain one Fortune point. If your Impress scores an outcome matching the Gifted creature's Mind you must instead gain two Fortune points and inflict a Hit and a Damage Setback on the Gifted creature. If you gain Fortune in excess of your Mind this way you must spend any excess points by the end of the scene, or they are lost.

Visions of Power

Inherent

You focus detection powers on yourself, hiding those around you. The area is a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area only see you doing a display of power that does not give them any information of your whereabouts unless they score an Outcome on their skill roll matching your Know.