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

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(Focus of the Soul)
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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 (Action)|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 from you to something harmless. On an outcome matching the creator's [[Mind (Action)|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 during the current scene.
 
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 (Action)|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 from you to something harmless. On an outcome matching the creator's [[Mind (Action)|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 during the current scene.
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=== Focus of the Soul ===
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Finisher
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You can find the focus of another person's soul, the central dilemma or struggle defining their life at the moment. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, you gain the following benefits towards the target.
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* Any successful interaction you use against the target causes a [[Setback (Action)|Setback]].
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* You can use a Trigger Action to cause any action the target takes to be [[Stunt_(Action)#Stymie|Stymied]].
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* As a Basic Action , you can make the target [[Actions_(Action)#Trigger_Action_.28Focus.29|Focused]].
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This can also allow 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 there is no guarantee of success.
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You can only maintain this power against one creature at a time; using it again negates any earlier uses.
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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.
  
 
=== Listen to the Heart ===
 
=== Listen to the Heart ===

Revision as of 12:01, 8 May 2018

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Main article: Powers (Action)

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 from you 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 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. You can use this insight to influence them and possibly help them resolve the dilemma and grow. For the rest of the adventure, 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 action the target takes to be Stymied.
  • As a Basic Action , you can make the target Focused.

This can also allow 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 there is no guarantee of success.

You can only maintain this power against one creature at a time; using it again negates any earlier uses. 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.

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 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.

Sealing

Finisher

This power seals away, confines, and placates a supernatural creature, making it harmless. Supernatural creatures include Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead. The creature does not need to breathe, eat, or drink while bound, 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. Choose one of the following forms of confinement:

  • Slumber: The creature falls into a deep, comatose sleep. If harmed, it is freed.
  • Chaining: The subject is confined to the spot it occupied when it received the power, but can act normally there. 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. The creature cannot leave the container unless it is broken.
  • Metamorphosis: The creature is transformed. If the shape it has been transformed into is slain, the creature is released.
    • It assumes gaseous form, except for its head or face.
    • It is shrunk to a height of 1 inch or less.
    • It is transformed into a mundane animal or person.
  • Combination You can combine several kinds of confinement.

Other than noted above, Sealing can be broken like a Curse.

The duration depends on the result of the Charm check. It is common practice to institute a yearly ceremony to re-seal a powerful creature bound this way. The power can be extended by casting this ritual again and achieving a better duration than the current sealing.

Charm 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

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 a maximum skill equal to your Charm 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 someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Impress skill, and to other skills and rolls as determined my the GM.