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

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m (→‎Test of Faith: -restrictions)
m (→‎Crisis of Faith: {{:Origin Divide (Action)}})
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Finisher
 
Finisher
  
The target cannot use powers of the [[Spiritual Origin (Action)|Spiritual]] origin. This is a [[Curse (Action) | Curse]].
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The target cannot use powers. This is a [[Curse (Action) | Curse]].
  
 
=== Plead for Resistance ===
 
=== Plead for Resistance ===

Revision as of 11:13, 3 October 2012

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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; Aberrations, Air Elementals, Angels, Demons, Devils, Earth Elementals, Electric Elementals, Fire Elementals, Ice Elementals, Metal Elementals, Plant Elementals, Spectres, Undead, Water Elementals, and Virtues 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 cannot use powers. This is a Curse.

Plead for Resistance

Stance

Select one Damage Type. Add your Mind to your soak attribute against this type of damage.

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.