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

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(Flower of Knowledge)
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=== Flower of Knowledge ===
 
=== Flower of Knowledge ===
Trigger Action (Finisher)
+
Finisher
  
 
You can create a flowering of intellect where there was none before. This can give reasoning powers to an object (creating any type of creature except Folk or an animal), or full sentience to a non-sentient creature. If used on a sentient, it creates a second personality, generating a mental disorder.
 
You can create a flowering of intellect where there was none before. This can give reasoning powers to an object (creating any type of creature except Folk or an animal), or full sentience to a non-sentient creature. If used on a sentient, it creates a second personality, generating a mental disorder.

Revision as of 16:14, 7 December 2013

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Main article: Powers (Action)

Aura Mask

Stance

You can mask your aura, making you uninvolved and detached from things around you. This renders you immune to all detection powers that look for intent, hostility, lies, or that glean information from surface thoughts.

Dispel Mind

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 Mind form or that affects Folk.

Flower of Knowledge

Finisher

You can create a flowering of intellect where there was none before. This can give reasoning powers to an object (creating any type of creature except Folk or an animal), or full sentience to a non-sentient creature. If used on a sentient, it creates a second personality, generating a mental disorder.

The newly created mind is shaped by you, and you can imbue it with part of your reasoning process and motivation. In general, it will start out friendly to you and sympathetic to your ideas, willing to perform whatever task you created it for. If created within another sentient being, it will be dominant for a time as the original personality is in shock, but after a day or so the two personalities will start to crash. Depending on how different they are from each other, this might be a conflict to the death over control and identity or they might merge almost seamlessly.

The tree of knowledge often bears bitter fruit. While this power can be very rewarding, it is also very dangerous. After a while, minds created this way tend to adopt some of your negative personality traits and might become your bitter enemies, especially if you have many personality flaws or treat them badly.

Mental Resistance

Stance

Use your Know in place of your your Mind to soak Psychic damage and to resist setback on powers and stunts that use your Charm or Impress as the difficulty.