Summon Spiritual (Action Powers)

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Main article: Powers (Action)

Dismissal

Trigger Action (Finisher)

You return a helpless creature native to another plane to its home plane. If the Impress check beat the creature’s Mind, it cannot return to the plane it was dismissed from for a time dependent upon the result of the check.

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

Until the end of the scene, when you use another power of the Spiritual origin, 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

Trigger Action (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.

Spiritual Revelation

Inherent

Tough you use another power origin, you have had a revelation to open your spiritual side.

You must have an Origin other than Spiritual to take this power. You now have both your old origin and the Spiritual origin; your powers count as both origins when determining what other powers can affect them.

The GM might change or add to your Methods when you take this power.

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