Dispel Spiritual (Action Powers)
Templates for Action |
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.
Consecrate makes power use harder for infidels. The minimum difficulty to use any power in the area or against someone 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 they utter 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.
Prayer
Inherent
As long as you maintain a stance it also affects a number of friendly creatures equal to your Mind, who you must see and be within Mind meters of when you activate the stance. It only affects stances that would normally affect only you; 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
Impress 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.