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Faith


You are a devout, perhaps even saintly follower of some religion. Yous spiritual purity is such that it drives away the powers of evil to a distance equal to your Magic attribute. Setting up the ward is a 3-shot action, and maintaining it is a continous action.

Spend a Magic point to set up a ward that supernatural creatures find it very hard to penetrate; they must make a Creature Powers roll with a difficulty equal to your Magic + Willpower in order to penetrate this ward. If they fail, they take Wound Points equal to the negative result; if they make it, the ward is broken, and you take Wound Points equal to the outcome.

You can force a creature back using the power of your faith, in which case the creature must immediately make a Creature Powers roll as outlined above. In this case, it can elect to actively resist (a 1-shot action) to get the usual +3 active defense bonus.

Even if your ward is broken, you can set up a new one later, at the cost of a new Magic point .


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Mon, May 13, 2002.