Emote Spiritual (Action Powers)

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Revision as of 09:14, 27 December 2011 by Starfox (talk | contribs) (Sealing)
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Main article: Powers (Action)

Sealing

Trigger Action (Finisher)

This power seals away, confines, and placates a supernatural creature, making it harmless. Supernatural creatures include Air Elementals, Earth Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, and Spectres. 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. Choose one of the following forms of confinement:

  • Slumber: The creature falls into a deep, comatose sleep. If harmed, it wakes up.
  • 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.
  • Idolatory: The subject is imprisoned in an object. It is comatose, but any creature touching the shrine 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 even less.
    • It is transformed into a mundane animal or person.
  • Combination You can combine several kinds of confinement, which combines the weaknesses of each choice. Sealing can otherwise 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

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 reflex action to give him an immediate reroll. This applies to most uses of the Impress skill, and to other skills and rolls as determined my the GM.