Difference between revisions of "Spiritual (Action Powers Form)"

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==[[Blast Spiritual (Action Powers) | Blast Spiritual]]==
 
==[[Blast Spiritual (Action Powers) | Blast Spiritual]]==

Revision as of 14:35, 25 March 2008

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Heroic Action Role-Play

Spiritual powers are based on the relationship between the community and spirits, deities, or philosophical ideals. It draws its power from the united minds of a group sharing the same ideals. This form is about metapowers of spiritual power; the powers here deal with how to change spiritual powers and are used to make generic powers more spiritual in nature.

Alternate Names: Divine Magic, Faith, Spirit Magic.

Associations

Creature : No specific creatures, general powers of warding
Skill : Impress
Attribute : Mind
Sense : Visions
Mood : Inspiring, Pious, Devout
Blast: Spiritual

Spiritual Cantrips

Basic Action

You can project an air spirituality, making it obvious to others that you are a spiritual person. This does not insure a positive reaction, and might have the opposite effect on enemies of your brand of spirituality. You can detect those who share your faith and ideals, but this can be faked by a good charlatan. You can sense the presence of Principles and Creatures relevant to the Forms you know.

Blast Spiritual

Cleromancy

Limit Break

To use this power, you need a set of lots or tokens, each associated with a spiritual entity, creature, or ideal. You also need one blank lot. To use the power, you randomly select one of them. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful Cleromancy will yield the blank lot.

The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity or spirits influence the answer lies.

Anwulf the norse rune-priests casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdal. Had Loki been in the lot, this token would have been the most meaningful.

The difficulty of the check is either 5 + the number of lots drawn from, or the Recon of whoever the divination is directed against. whichever is higher. By adding more potential answers to the lot, you can gain more information but the divination becomes correspondingly harder.

Community

Community Damage Propeties
1-3 +3 Close
4-9 +4 Short
10-25 +5 Short
26-100 +6 Short
101-250 +7 Long, Static
251 or more +8 Long, Static

Stance

When you begin this stance, you gain the benefits of an Implement with a power depending on the number of faithful who are present and rooting for your success when you use the power. You can select a lower category of Properties if you like.

Exorcism

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Exorcism does Spiritual damage. This damage only affects supernatural creatures: Fairies, Epitomes, Gifted, and Strange

Manifestation

Stance

You can manifest the power of an ideal or credo. This creates a clearly visible power that shows your spiritual allegiance. This can be a halo, nimbus, cloud, miasma, dark aura or the like. You use your Manifestation as if it was an Implement, doing Mind +4 damage.

Merciful Blast

Inherent

Spirits guide your attacks, avoiding any harm to innocents. You can choose not to damage a certain target when you would normally do so. This is useful in combination with area attacks and other non-selective powers.

Righteous Smite

Limit Break

You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Righteous Smite does Radiation damage. You can choose to ignore certain targets in the area.

Wrath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Wrath does Spiritual damage. This damage only affects supernatural creatures: Fairies, Epitomes, Gifted, and Strange

Detect Spiritual

Commune

Limit Break

You get a spiritual revelation about a topic decided upon before using this power; the reply comes in the form of a short sentence, poem, or possibly a dream or prophetic vision. Range is irrelevant, but topics of spiritual import are generally easier to divine.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Cleromancy

Limit Break

To use this power, you need a set of lots or tokens, each associated with a spiritual entity, creature, or ideal. You also need one blank lot. To use the power, you randomly select one of them. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful Cleromancy will yield the blank lot.

The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity or spirits influence the answer lies.

Anwulf the norse rune-priests casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdal. Had Loki been in the lot, this token would have been the most meaningful.

The difficulty of the check is either 5 + the number of lots drawn from, or the Spot of whoever the divination is directed against. whichever is higher. By adding more potential answers to the lot, you can gain more information but the divination becomes correspondingly harder.

Lore

Basic Action

Touching an object tells you how it was made and if there are any legends or stories it has been involved in you learn those. You can tell its exact abilities.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Understand Miracle

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Zone of Revelation

Basic Action

You create an area where the natural and the supernatural overlap, making living and/or supernatural presences that are normally hard to perceive obvious. The area is either a sphere with a radius equal to your Spot centered on you, or a sphere with a diameter equal to your Mind that you can create at a distance.

Within this area, living creatures and power effects stand out clearly, and can be seen through smoke, fog or darkness (even supernatural darkness), but not through solid objects. Empathic traces of strongly emotional events can be discerned through study.

This makes it easier to spot creatures using powers to hide. You automatically notice a creature that is sneaking and relying on a power to conceal it. If it is using a power, but could sneak under the normal rules, Zone of Revelation gives no additional help.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Dispel Spiritual

Consecrate

Limit Break

You make a place sacred to your faith; the radius is equal to the result of the Know roll that created it. If cast inside a room or building of approximately the right size, Consecrate will protect the entire room or building (including exterior walls) but not extend outside. It lasts as long as you remain inside the area. If there is an alter or other stationary object dedicated to your faith in the area, you can make the object the focus of Consecrate and the effect then lasts as long as the object remains and is intact.

Consecrate makes power use harder for infidels. The minimum difficulty to use any power against someone of your faith in the area or against the place itself or an object in the area is equal to your Know unless it includes a heartfelt praise of your spiritual patron.

The area keeps out supernatural creatures; Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead cannot be summoned into the area unless accompanied by a heartfelt prayer to your patron. They can enter the area by mundane means, but only if they have been invited by someone inside who has at one timed uttered a heartfelt prayer there.

Crisis of Faith

Finisher

The target suffers Power Loss. This is a Curse.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Language of the Soul

Basic Action

Use this against another creature. Anything you say will appear to the target to be in that creature's native tongue. The effect lasts for a scene. It can be active on several creatures simultaneously by spending a Basic Action for each target. You can choose to talk only to the target, who will will hear you as if you were speaking even if you are not making any sound. This requires a separate basic action. You can do this even if the creature is out of hearing as long as they are within Know meters of you.

Omen

Limit Break

An omen is an event in the outer world that gives clues to the spiritual and thus the future. An omen can be observed anytime, but the information gained will relate to what is happening when the omen is observed. For example, an omen observed at a military rally will concern the future of the assembled troops, and so on. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. The GM has to decide who's Recon to use to resist this, often the main antagonist or their local lieutenant. Omen manifests this information in an obscure way, but this power is about interpreting omens, so the information you get is decently clear, but still subject to interpretation.

Prayer

Trigger Action (Combo)

Use this when you start a stance. Select a number of allies equal to your Mind, who you must see and be within Mind meters of when you activate the stance. You can do this for each Stance that you activate, with a separate Trigger Action (Combo) for each Stance. As long as you maintain a stance it also affects these allies, even if they move away from you. It only affects stances that would normally affect you only; a stance that normally boosts others or causes an effect physically separated from you is not affected by Prayer.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Test of Faith

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.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Understand Miracle

Basic Action

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Emote Spiritual

Awaken Power

Limit break

You can awaken and converse with lingering spell effects as if they were intelligent creatures. If you are charming enough, they may let you off, or even change sides. Make an opposed Charm roll against the creator of the power. If you succeed, you can convince the power to change its effect in a minor way, moving about one meter or changing target to something harmless. On an outcome matching the creator's Mind, you gain control of the effect as if you were the user of the original power, or you can cancel the effect and then use it once yourself during the current scene.

Focus of the Soul

Finisher

You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. While you can use this on voluntary targets, it only works on allies when there is a concrete issue for you to help them with. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the story, you gain the following benefits towards the target.

  • Any successful interaction you use against the target causes a Setback.
  • You can use a Trigger Action to cause any one action the target takes to be Stymied.
  • As a Basic Action you can make the target Focused.

This also allows you to advice and guide the target on how to resolve the dilemma, based on your own wisdom, discretion, and teachings. If done in good faith this is often a help, but success hinges on the target's willingness to cooperate.

Listen to the Heart

Basic Action

You are sensitive to the wishes and dreams of spiritual people, especially those sharing your faith and/or credo. You can sense the mood of a congregation, and know if there is dissident or doubt. You can sense the dreams and ambitions people have, especially if projected as prayer. You can get a general feeling for a person with an opposed Charm roll, particularly in regard to to matters of faith. Expect the GM to use this as a plot hook.

Sealing

Finisher

This power seals away, confines, and placates a supernatural creature, making it harmless. Supernatural creatures include Fairies, Epitomes, Gifted, and Strange. The creature does not need to breathe, eat, or drink while sealed, nor does it age. It can use its powers, but only on voluntary recipients; an unwilling target is automatically immune. It cannot use powers on itself. If slain or destroyed, it is released and immediately fully healed. It cannot be Summoned. Choose one of the following forms of confinement:

  • Slumber: The creature falls into a deep, comatose sleep. It can be temporarily awakened for short conversations.
  • Chaining: The subject is confined to the spot it occupied when it received the power. Nothing can move the creature from the spot as long as the power is active.
  • Idolatry: The subject is imprisoned in an object. It is comatose, but any creature touching the object can awaken it and communicate with it.
  • Metamorphosis: The creature is transformed, usually into a tiny animal but sometimes into an object or human or other more advanced creature.
  • The creature assumes gaseous form, except for its head or face.
  • The creature is shrunk to a height of 1 inch or less, Body and Move reduced to 1.
  • The creature suffers Power Loss.
  • Combination You can combine several kinds of confinement.

In addition to what is noted above, Sealing can be broken like a Curse.

The duration depends on your Mind. The power can be extended by casting this ritual again. It is common practice to institute a yearly ceremony to re-seal a powerful creature bound this way. You can use Mental Push to extend the duration.

Mind Score Duration
6 or less A month and a day
7-8 A year and a day
9-10 A decade and a day
11-12 A century and a day
13 or more A millennium and a day

Spirit Gossip

Limit Break

You talk to spirits and listen to what they have to say; the result is similar to Gather Information, only you learn of things relevant to spirits instead of people.

You listen to rumors in a radius of 100 meters times your Charm, but if there is a distinct territorial division in the area the power's effects do not cross such a boundary. Examples of such borders include a specific cave complex, city/countryside limits, a shore separating land and sea, or the limits of a major forest or other distinctive terrain limit. The ritual must be performed in the locale you wish to inquire about, and involves wandering around and actually conversing with spirits, which might be dangerous in certain places.

Spirit Guide

Basic Action

You have a principle as a spiritual companion, a Henchman Extra with 2/3 of your points who looks out for your interest and will accompany you on adventures. Spirit guides generally have Spirit Form as their natural form, with you as their medium.

You are in constant telepathic communication with your spirit guide. It sees advising you as it's primary role, but will also help you in other ways as needed.

Spiritual Inspiration

Trigger Action

You inspire others to be inspiring, pious, and devout. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Impress skill, and to other skills and rolls as determined my the GM.

Spiritual Vision

Limit Break

Through meditation and humble supplication, you receive a vision. This is always on a subject relevant to your creed, but can be practical or esoteric depending on the situation. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. Unlike most scrying, vision does not need a target, it can be a general request for guidance - in this case the GM gives information based on the roll.

Imbue Spiritual

Blessed Strike

Inherent

You can make melee attacks that does Body +4 Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Blessed Smite

Inherent

You can make Normal Melee Attacks that do normal weapon damage, but of an unusual type. Used unarmed, this does Body +4.. Blessed Smite does Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Blessed Weapon

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.

Smite does Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

An attack like this that does both physical and mental damage can either add +2 to the physical damage, or use its normal damage, soaked by Mind.

Divine Weapon

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way. This power can create weapons favored by your patron god(s) or otherwise aligned with you spiritually.

Soul Smite

Inherent

You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage. This is Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Soul Touch

Stance (Damage Boost)

You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. This is Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Spirit Weapon

Trigger Action (Combo)

You can create an ephemeral fist or animate a melee weapon to fight independently of you, which allows you to make a Normal melee Attack against any opponent within Mind meters as a combo with any other Basic Action. Use your Melee skill and a damage of Mind +2, or more if using a melee weapon with higher damage.

Zeal

Stance

Select a creature that is somehow abhorrent to your ethos when you activate this stance. A creature can qualify because of its type, race (making you a racist), or ethos. When you make an attack against this creature, the attack roll is Confident. But if you roll snake eyes on such an attack, you suffer a Setback as your zeal backfires.

Move Spiritual

Bounty of Spirit

Basic Action

You bless a creature and provide him with sustenance lasting a day. Even just a little nourishment will let the creature stay well and healthy, and even in the total absence of air the creature can survive, but still takes damage from Endurance and Hold Breath, but will not die or suffer any permanent harm falling into a deep sleep at zero hits. You can provide for a number of people each day equal to the number of kilos carried by a creature with a body equal to your Ride.

Channeling

Limit Break

You establish a link with another, through which powers can be channeled. You must touch the target to establish the link. The two of you have a weak empathic link; you cannot transmit specific information, but you both know the other's general mood and health. It is common to use other powers to get more specific information, at least in times of stress, doing so makes the channel power much more useful.

When this power is active, any power either of you uses can manifest through the other, just as if the other character was using the power (tough it is still based on the actual user's skills and attributes). If the power is to target anything other than the other linked character, the linked character needs to take a Trigger Action to target the effect.

The link lasts until the end of the story or until either of you enters another link that allows the transfer of powers.

Intercession

Basic Action

You channel one Fortune Point to another character, who need not be present. You spend this point, and the target receives it, replenishing any lost Fortune points. If this leaves the target with more than a full Fortune pool, the points must be spent before the end of the scene or they return to you. Intercession works over any distance; you only need a clear image in your mind of the person you are interceding for.

Martyrdom

Trigger Action (Defense)

Use this power when you take damage or suffer a finisher. You die and go to whatever place your spirit is destined to go, but you can come back from this place and reappear in the mundane world at a later time. While "dead" you cannot be affected in any way, except possibly with Summon powers. You reappear at the gamemaster's discretion, generally in the next session but possibly later. Your reappearance is linked to the plot and tied to your allies rather than to a place or to enemies.

Sacred Teleport

Limit Break

You Teleport up to Mind willing creatures (which can include yourself) to a sacred site. To teleport to a spiritual site, you must have been there and attuned yourself to it using this power. If you are attuned to several sacred sites, you can select which of these sites to recall to another use of this power. This selection remains until you change it. To serve as a sacred site, a place needs to be consecrated to a faith you share, and there must be some kind of iconography there to show its significance. If the site is destroyed or defiled, it can no longer be used until it is restored. Once it is restored, any sacred recall links to the site are automatically restored as well.

Spirit Rider

Basic Action

You carry an aura of spiritual purity along with you until the end of the next round. Creatures within Ride meters and to all who can see you are affected, but those who share your faith are not. In case of doubt, you decide who shares your faith. Creatures in this area who try to use the Impress skill or any Teleport powers have a minimum difficulty equal to your Ride. Creatures that share your faith or credo are immune.

Shapeshift Spiritual

Incarnate

Basic Action

You can assume a mundane form and back again. The mundane form is normally human, but you can choose any Folk or a normal Animal. In this form, you have normal attribute maxima of your assumed race. This power is negated as soon as you use any power. It is not possible to detect your lost powers or spiritual nature when you are in this form; they simply are not present to be detected. This is tied to the Mark of Power method.

Spirit Form

Basic Action

You can assume spirit form. You become Incorporeal. Add your Mind to all soak attributes. Damage and effects based on Psychic Damage affect you normally.

When you take this power, you must decide if your spirit form or your temporal form (the form you are in when not using this power) is your natural state. You begin play sessions in your natural state, and resume your natural state on Power Loss or if the power fails. It is possible to have your normal form be a Spirit Form without taking the power, but of you do, you can never manifest physically or change your medium and are always a spirit.

Spirit Incarnate

Inherent

Pick one Stance power. You do not need to spend shots to activate this stance at the beginning of a scene. You still count as activating the power, which matters to other powers like Prayer. This often changes your physical appearance and works well with the Mark of Power method. You can take this power several times, each time it applies to a separate power that is a Stance.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Summon Spiritual

Avatar

Limit Break

"You" in this text refers to the original who created avatars. In some cases a player might be playing an avatar of a higher being, but this is not the assumption in how the power is written. Avatars are serious things. The loss of a powerful avatar is a great loss and successful avatars bring you prestige and power, but in most campaigns actual xp gain would be contrary to how experience works in Action - everybody in a campaign is supposed to have the same xp. Still, you should not take your avatars lightly.

You create a lower-powered copy of yourself, and send this copy off on it's own adventures. The copy does not appear near you, instead you use this power in response to a situation you hear about and the avatar appears near the epicenter of that situation. The avatar then acts on its own initative, and might be active for days, years, or a lifetime.

You can take this schtick many times. For each time you take it, you can have more avatars, but the new avatars granted are less powerful than those of an earlier level. This can be read on the table below. For example, if you take this power twice, you can have a total of 12 avatars, 3 which are 30 points weaker than you, and 9 that are 45 points weaker than you. Remember that for each 15 points removed, you Maximum Value is reduced by one, this has its own column in the table below. You need not create your avatars in order, you can make the weaker avatars first and keep some powerful potential avatars in reserve. You can even create an avatar weaker that the weakest indicated by your number of power picks - perhaps preparing for a day when you get more schticks in this power.

Schtick Picks Total Avatars Avatars of this level Avatar points Maximum Value
1 3 3 -30 -2
2 12 9 -45 -3
3 39 27 -60 -4
4 120 81 -75 -5

All avatars start out as lesser-powered versions of yourself - you must remove abilities without adding any new ones. No avatar can have the Avatar power. 10% of the points of each avatar can be rearranged, making avatars slightly different from you. You can also change cosmetic details such as appearance, gender, or even (if within the budget) Race or Creature Type. In general you do so to match the environment of wherever you are sending your avatar - if the avatar is to act among the blue-skinned natives of the world ocean, it is smart to match the skin color and aquatic ability of the natives. You can also select what memories your avatar has - it can know all you knows (skills and schticks permitting) or it can be given false memories of a background appropriate to the setting it is to act in.

This is how the avatars are first created. Your avatars adventure independently of you and can gain experience points on their own. This means you can play a lower-powered version of yourself in another campaign - as long as your avatar's points confirm to the starting points of that campaign and the GM agrees. Avatar experience points spent need not be spent in ways identical to your original character - avatars can grow increasingly different form their original over time.

You have a general idea of what all your avatars are doing at all times, and can communicate with them by using the power again, sharing experiences as if one being. You get to decide how much of this the avatar recalls. If the original has advanced in points, this advancement can be applied to an avatar in this way - as if you used the Avatar power again, re-creating the avatar from scratch.

If two avatars, or you and one of your avatars, ever touch, the lowest-point avatar is dispelled. The original can also use the Avatar power again to dismiss any avatar. All memories of the dispelled avatar transfer over to the avatar that dispelled it.

If an avatar is unwilling to accept what you or a senior avatar does to it, it can resist. You (as the senior avatar) must then make an opposed Impress roll, and if this roll fails the unwilling avatar stops being an avatar; it instantly becomes an independent being and does no longer count against avatar limits. You can also free an avatar voluntarily to let it continue as its own separate being, but this incurs a loss of prestige and should not be done lightly.

Binding Invocation

Finisher

You learn the True Name of the defeated or helpless creature.

Commune

Limit Break

You get a spiritual revelation about a topic decided upon before using this power; the reply comes in the form of a short sentence, poem, or possibly a dream or prophetic vision. Range is irrelevant, but topics of spiritual import are generally easier to divine.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Condemn

Basic Action

When you witness someone breaking the central tenets of both their and your own beliefs, you can condemn their action. Make an opposed Impress roll. On a success, you can inflict the target with a Finisher you know, but this Finisher ends at the end of the session. If you score an Outcome matching the target's Mind, the Finisher has its full normal effect. This is linked to the Belief method and requires you to have a code of ethics. The target needs to pay at least lip service to a code, but not as strictly as you.

Dismissal

Basic Action or Finisher

You return a creature native to another plane to its home plane. This is a Basic Action against a creature whose True Name you know, a Finisher otherwise. If the Impress check matches the creature’s Mind, it cannot return to the plane it was dismissed from for a time dependent upon the result of the check. This is considered a Curse on the creature.

Impress Check Result Time Dismissed
7 or lower A month and a day
8-11 A year and a day
12-15 A decade and a day
16-19 A century and a day
20 or higher A millennium and a day

Invocation of Power

Limit Break

Select one power other than this one. Until the end of the scene, when you use this power, you can base any roll or stunt using that power on your Impress skill instead of whatever skill the power would normally be based on.

Spirit Supervisor

Finisher

You give the target a guiding spirit that advices him on how to act and what the faith requires of him in different situation. This spirit draws on the dogma and teaching of your religion as well as both your and the victim's knowledge and personality. It can interact with the target using your Impress skill and can cause the target Setbacks when he blasphemes or breaks major tenets of the faith with a successful opposed Impress roll. It can try to interact with the target once per round. The Spirit Supervisor is removed as if it was a Curse.

Spirit Ward

Limit Break

You create a permanent ward similar to Ward Enemy. It counts as an unnamed creature with your Mind and Impress skill and will try to ward against all creatures not aligned with your faction or faith. The ward is focused in a physical object; often a statue, stone, or pattern on the ground; destroying this object disrupts the ward.

Summoning Invocation

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.

A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.

When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.

You can summon creatures that share your spiritual views; spirit servants of your religion or creatures you can impress by your spiritual nature. Because they are on some level aligned with you they rarely go hostile if you lose control of them, but they might return home, pontificate, or play to their own agenda. Only the most evil of creatures will attack you on sight, making this power dangerous for truly evil spiritualists.

Ward Enemy

Stance and Trigger Action

You keep hostile supernatural creatures at bay. This protects an area with your Mind meters in diameter; you must be in the warded area. At any time when a supernatural creature tries to enter the area or attack anyone inside, you are alerted to its presence and can take a trigger action to make an opposed Impress roll. The loser takes psychic damage equal to the opponent's Mind plus the absolute outcome. If you win, the creature's action fails and it is expelled from the area. If the creature wins, you have the option of dropping the ward rather than take damage; if you do so, you cannot use this power again in this scene.

This power only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Transmute Spiritual

Bless

Trigger Action (Combo)

When you are using another power that usually only affects yourself, you can trigger this power to have it affect another person who is within Mind meters of you. You can do this for several people, with a separate shot cost for each. The power will affect everyone as long as they remain in the area or until it ends normally.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Celestial City

Limit Break

You call on astral spirits to transform a place. This creates an urban landscape, a mix of palatial pavilions and park. It has a radius in meters equal to your Create result. As a part of this process, you can manufacture objects with Body equal or less than your Mind and buildings with a Body equal to your Create. You do not have exact control over what's created, but it will always be aesthetically and functionally pleasing to you. You can change the Free Running difficulty of the terrain as long as your Create is higher than the current Free Running difficulty. You can set it to any value between zero and your Create skill (not the skill roll). If you succeed at a Create roll against the Body of a construction, it can be morphed to merge with the theme, but constructions of higher Body are only whitewashed; they retain form and function but are decorated to fit the new setting. The change lasts for the rest of the session or up to the end of the story as appropriate to the plot.

Lore

Basic Action

Touching an object tells you how it was made and if there are any legends or stories it has been involved in you learn those. You can tell its exact abilities.

Personal Purgatorium

Finisher

You send the target into a spiritual realm, where they re-live events from their life from different perspectives. For someone who has lived a life beneficial to others this can be a good experience, but the target gets to live through every experience they have ever caused for another, making this hell for most creatures. The creature is caught in this state until they have settled their conscience and worked out their reasons for acting. In most cases this will leave the target reformed and considerate, a good creature. But for those whose true nature is to be evil, the opposite can happen. For Mundane sinners this process takes only moments of real time, tough it takes ages of subjective time. For exceptional sinners or saints, and for creatures that are not Mundane, this causes the creature to disappear and be impossible to summon for a time, usually several years. A Mundane creature this happens to becomes some kind of supernatural creature appropriate to their ethos. You can choose to lessen the effect or even make this a personal paradise instead, but this also lessens the redemptive quality.

Seance of Power

Limit Break

You hold a seance to share power among the participants. You all form a chain of hands with up to your Mind participants. Select one power known to a participant. All participants can use this power for a scene.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.