Dispel Spiritual (Action Powers)

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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 and is intact.

Consecrate makes power use harder for infidels. The minimum difficulty to use any power against someone of your faith in the area or against the place itself or an object 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 accompanied by 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.

Language of the Soul

Basic Action

Use this against another creature. Anything you say will appear to the target to be in that creature's native tongue. The effect lasts for a scene. It can be active on several creatures simultaneously by spending a Basic Action for each target. You can choose to talk only to the target, who will will hear you as if you were speaking even if you are not making any sound. This requires a separate basic action. You can do this even if the creature is out of hearing as long as they are within Know meters of you.

Omen

Limit Break

An omen is an event in the outer world that gives clues to the spiritual and thus the future. An omen can be observed anytime, but the information gained will relate to what is happening when the omen is observed. For example, an omen observed at a military rally will concern the future of the assembled troops, and so on. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. The GM has to decide who's Recon to use to resist this, often the main antagonist or their local lieutenant. Omen manifests this information in an obscure way, but this power is about interpreting omens, so the information you get is decently clear, but still subject to interpretation.

Prayer

Trigger Action (Combo)

Use this when you start a stance. Select a number of allies equal to your Mind, who you must see and be within Mind meters of when you activate the stance. You can do this for each Stance that you activate, with a separate Trigger Action (Combo) for each Stance. As long as you maintain a stance it also affects these allies, even if they move away from you. It only affects stances that would normally affect you only; 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

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.