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

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m (→‎Resist Acid: You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.)
m (→‎True Water: Basic Action Make an opposed Know roll target. One roll is sufficient against a group of unnamed creatures. If you succeed your)
Line 13: Line 13:
  
 
=== True Water ===
 
=== True Water ===
Stance
+
Basic Action
  
Your [[Water (Action Powers Form)|Water]] attacks are not affected by Resist powers; targets do not get to add their [[Mind (Action)|Mind]] to their [[Body (Action)|Action]] to soak damage from them. If you know of a particular liquid the target is vulnerable to, you can imbue such attacks to exploit this vulnerability.
+
Make an opposed  [[Know (Action)|Know]] roll target. One roll is sufficient against a group of unnamed creatures. If you succeed your [[Water (Action Powers Form)|Water]] attacks are not affected by Resist powers; targets do not get to add their [[Mind (Action)|Mind]] to their [[Body (Action)|Action]] to soak damage from them. If you know of a particular liquid the target is vulnerable to, you can imbue such attacks to exploit this vulnerability.

Revision as of 23:49, 20 June 2012

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Main article: Powers (Action)

Calm Seas

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 momentarily calm waves, currents, and other violent water action. The difficulty is the strength of the water in action (measured as Body. You can also dispel any power of the Water form, a water elemental or which otherwise affects liquids.

Resist Acid

Basic Action

Add your Mind to your soak attribute against Acid damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

True Water

Basic Action

Make an opposed Know roll target. One roll is sufficient against a group of unnamed creatures. If you succeed your Water attacks are not affected by Resist powers; targets do not get to add their Mind to their Action to soak damage from them. If you know of a particular liquid the target is vulnerable to, you can imbue such attacks to exploit this vulnerability.