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

From Action
Jump to navigation Jump to search
(Dispel Space Disruption)
Line 1: Line 1:
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 +
 +
=== Dispel Space Disruption===
 +
{{Dispeltime}}
 +
 +
You can dispel any power of the [[Space (Action Powers Form)|Space]] form.
  
 
=== Teleport Binding ===
 
=== Teleport Binding ===

Revision as of 10:46, 28 October 2010

ActionT4 logo
Templates for Action
Main article: Powers (Action)

Dispel Space Disruption

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 Space form.

Teleport Binding

Limit Break

You create a tie to an existing Teleport Circle. This enables many Teleport effects.

Teleport Lock

Limit Break

You lock a Teleport Circle, preventing its use to anyone who does not know the secret password you set or possess a gate key you created. You cannot place a Teleport Lock if there is one there already. A teleport lock is a Curse. Breaking the curse can either destroy the lock or give the curse-breaker a key to the lock.

Teleport Trap

Limit Break

You trap a Teleport Circle. Select a Finisher you know when you place a Teleport Trap. Anyone who does not know the secret password you set or possess a gate key you created suffers from the Finisher you selected when passing through the trapped portal. You cannot place a Teleport Trap if there is one there already. A teleport lock is a Curse. Breaking the curse can either destroy the lock or give the curse-breaker a key to the lock.

You can make the trap so that it only affects either those entering or those exiting.

It is possible to avoid the trap using Security, but not to disarm it. You can only bypass the trap of a Teleport Circle you are entering this way; there is no way to bypass the trap on the exit Teleport Circle.

Note that it is actually possible to place a beneficial effect as a gate trap; for example a trap that turns those exiting an underwater gate to fish.