Dispel Time (Action Powers)

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Main article: Powers (Action)

Dispel Time

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 Time form or which otherwise affects an Time Elemental or which affects the past or tries to indirectly alter the future trough dooms or portents. Most powers affect the future by their direct physical effect, which is only natural and cannot be dispelled using this power. You can only affect powers that work by affecting fate or the future in a mystical way.

Restoration

Limit Break or Trigger Action (Finisher)

You can restore a creature, or part of a creature, to a previous condition. This is generally used to heal wounds or ailments, but can be used to recreate old medical conditions as well. The difficulty depends on how long the patient has been suffering from the ailment, but side effects are common their seriousness depend on the severity of the injury. If used to restore mental health or restore whole-body conditions, it can cause the loss of memories and experience or induce amnesia.

When used as a curative, this is a Limit Break. The difficulty depends on the period of time the victim has been suffering the injury. A failed roll still restores the patient to full health, but brings an appropriate Setback or in severe cases or fumbles, a Curse.

Curative restoration can alleviate aging, but the difficulty is based on the target's chronological life span, it must be used once a year, any failure causes all removed age to return, and the beneficiary is Cursed to become increasingly conservative and reactionary.

Time Difficulty
One Day or less 12
One Week 15
One Month 18
One year 21
A decade 24
A century 27
A millennium 30

If used to inflict harm it is a Trigger Action (Finisher) and can recreate past medical conditions, induce amnesia, or remove age and experience. This is a Curse.