Disciple Gifts

  • April 7, 2006 at 10:17 pm #1969
    VEST Paradox
    Participant

    [div align=”center”]Gifts of the Spirit
    [/div]
    The Gifts of the Spirit are unique abilities given down to believers who have a strong enough faith and willingness to serve the Light. These abilities can only be used as long as the Disciple remains true to his beliefs and should the Disciple intentionally commit an evil act they risk losing these abilities for all time.

    Sample Ability Listing:

    Gift Name [ Cost ]
    Room Command: Room command for activation
    Breed ID: Wether the Gift can cause a Breed ID
    Generation Cost: Gift point cost at Generation
    Experience Cost: Gift cost with Experience Points
    Range: Self, Touch, FEC, LOS
    Roll System: The roll required to activate the Gift and the target number needed for the character to succeed
    Duration/Activation: How long the effects of the Gift last. The role-played effects of certain Gifts can last a lot longer than the combat effects. Also listed here is the number of rounds it takes to activate the Gift.
    Effect/Description: This is a description of the Gift and its effects.

    Most of the time your character tries to use an Gift, you will need to do three things. First, your character must harness the Hope anf belief required to activate the Gift. For a Disciple this comes through Hope and Prayer, all Gifts must be enacted with an audible prayer. Then you must enter the room command. This command is listed in parenthesis on the top line of the Gifts description. They are used to alert the host and the other players that you are using a Gift. The other characters may not be aware of this, but their players should be. During the duration of the Gift, you burn the fuel in order to perform it. Therefore, once the Gifts duration is concluded you will expend the cost listed. You must decrease your character's Pool Statistic (Either Endurance, Fatigue, or Spirit depending on the Gift used) by each point listed to the right of the Gifts name. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.

    Range of Effect definitions:
    The range of most Gifts depends on the level of your Exaltation Skill, the more Exalted you are the farther from yourself your Gifts can extend. There are some ranges that are not listed numerically, these are: Self, Touch, Forced Eye Contact (FEC), and Line of Sight (LOS). Below are the descriptions of how these work. Some Gifts will not apply these ranges and some may have set ranges that cannot be changed..

    Self ~ Gifts with a range of Self can only be used on the user, there are no exceptions.

    Touch ~ Gifts with a range of Touch require you to touch the person via RP. If resisted, then use the normal grapple or attack rules. (Both rolls must be witnessed by a Host or ST). Once Touch is made, the Gift can be rolled immediately on the same round. This contact must be maintained for the entire activation time of the Gift and if the contact is broken before it is successfully activated the Gift automatically fails.

    (e.g. it takes two rounds to activate a Gift being used on someone then you must hold onto them the full two rounds)

    FEC ~ Gifts with a range of FEC can only be used within conversation distance (roughly 15 feet). In order to catch a persons eye and maintain contact the user must roll 2d6 + Will -vs- the Targets 2d6 + Inits (This pits the users will against the targets ability to be quick enough to not look or break contact). Once Eye Contact is made, the Gift can be rolled immediately on the same round. This contact must be maintained for the entire activation time of the Ability and if the contact is broken before it is successfully activated the Gift fails.

    LOS ~ Line of Sight Gifts require just that, a line of sight. The target of the Gift can be any distance as long as they can see the target. This contact must be maintained for the entire activation time of the Gift and if the contact is broken before it is successfully activated the Gift fails.

    [div align=”center”]General Gifts
    [/div]

    [div align=”center”]Discernment Gifts
    [/div]
    Celestial Sight [ Varies ]
    Room Command: No Room Command Needed
    Generation Cost: 5 points per level
    Experience Cost: 25 Point per level
    Breed ID: No
    Range: Self
    Roll System: 2d6 + Discipline + Hope
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: Disciples gifted with Discernment can often times see beyond the physical world and into the various realms that surround it. Eventually the Disciple is able to ward off or exorcise these spirits. Anytime a Medium wishes to know if there are spirits in the area they simply need to ask a ST or Room Host. Other times, the Room Host or ST may send that player an IM and inform them that they are feeling a presence. Higher levels of this Gift grant a greater expansion on the Disciples ability to affect Spirits.

    Level 1 – Sense Spirit :
    The character can feel the presence of spirits.This feeling generally only comes when any Spirit ( Aenima, Elemental, Nature Spirit, or Construct) is in their presence as well as some greater spirits. Lesser spirits require more concentration. If the Disciple suspects that there may be lesser spirits in the area or that the area should be devoid of any spirit activity, they can roll 2d6 + Discipline + Faith vs TN 22 to sense their presence. This roll must be witnessed by a GM or ST, but regardless a GM should be questioned about the presence of spirits in the area. This level of Gift only allows them to sense the presence of Spirits but they cannot determine their locations, just that they are present. Cost [ 1 Spirit ]

    Level 2 – See the Beyond : The Disciple can now look into Akasha and see the crossroads of all the lower Realms (Elemental, Astral, and Spirit). This new sight overlaps the sight of the physical, the Disciple can see the outlines of old buildings overlapping new ones which do not exist there, they can see Spirits, Elementals, Constructs, and Aenima travelling about conducting what they have of lives, and can see ghostly souvenirs of long past sentiment cluttering the landscape. With this ability they can see the vibrance, or lack of, of Spirit in those around them. They can see the idealistic spiritual selves of those they encounter in the physical world. Though they may not gain much knowledge of the person they can familiarize themselves with that unchangeable inner beaing. If someone is disguised the Disciple can make a 2d6 + Discipline + Faith roll vs the targets 2d6 + Will roll to recognize a person by their Spirit self. Cost [ 1 Spirit ]

    Level 3 – Converse : The Disciple now gains the ability to communicate telapathically with the spirits the can see and hear. The Disciple must spend a point of Spirit to activate this Ability for the night. Once they do they can communicate with any Spirit around them. Please remember that some Spirits may not understand your language. When this is used in the rooom, the convention is [Spirit Name] — Message –.

    Level 4 – Spirit Barrier : The Disciple can solidify their faith in order to prevent the passage of Spirits from the Physical Realm to Akasha or vice versa. The Disciple only needs to say a prayer and concentrate their faith, when they do they solidify the barrier between Realms in a 50 foot radius around them. The Disciple rolls 2d6 + Discipline + Faith vs a TN 20, with a successful roll the TN for a Spirit to manifest in the Physical world increase by a +1, and for every four points over the TN the Disciple gets the TN to do so is increased by an additional +1. (Jonathan Villard uses his Faith to create a Spirit Barrier to prevent a hostile spirit from manifesting in the Physical Realm, he has a Discipline of 20 and a faith of 10, he rolls 2d6 and gets an 8 for a total roll of 38. This is 18 points over the TN of 20 so any attempts to Manifest will have their TN increased by a +5 (+1 for the 20 and +4 for the 18 points over) to cross over.) This also works against any breed with a power that lets them cross into another realm. Cost [ 2 Spirit ]

    Level 5 – See the Damned : The Disciple can now see Spirits that are possessing the bodies of others. This shows itself as a doubled soul to those wtinessing it. The Disciple can also tell that a Construct, Elemental (Summoned), or Golem is more than just an ordinary person. Constructs have no true Soul to speak of, they seem artificial. Elementals have Souls that are true Elementals, instead of an Aenima. Lastly, Golems do not have the vibrant Aenima of someone who is still alive, they have the Soul of one of the Dead. To see this effect in place, the Disciple must roll 2d6 + Discipline + Faith vs the targets Soul x 3.

    Seek Truth [ 2 Spirit ]
    Room Command: (## Seek Truth ##)
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Breed ID: No
    Range: Self
    Roll System: Passive / roll 2d6 + Discipline + Faith vs 2d6 + Will
    Duration/Activation: see Piety Skill; Instant
    Effect/Description: A Disciple with Discernment can pierce falsehoods and deception like no others. This Gift is extremely useful against agents of darkness that wish to attempt to lead the Disciples astray through trickery or deception, the Disciple is able to sense falshoods and attempts to avoid the truth. This Gift is always on once it is learned. Anytime there is a lie spoken to them the Disciple will know that it is in fact a lie, they will also know that someone is avoiding the truth. Should the Disciple be lied to they can then roll their 2d6 + Discipline + Faith vs. the targets 2d6 + Will. If the Disciple wins the roll the target must send them an IM with the Truth behind the lie.

    Prophecy [ 3 Spirit ]

    Room Command: ( ## Prophecy ## )
    Generation Cost: 15 Points
    Experience Cost: 75 Points
    Breed ID: No
    Range: Self/Touch
    Roll System: roll 2d6 + Discipline + Hope vs TN Below
    Duration/Activation: see Below; see Hope Skill.
    Effect/Description: The Disciples are often Gifted with the ability to see future events. The Disciple cannot control when these portents will come to them, but when they do the Disciple will be urged to act upon those visions and make preparations or give warnings if needed. They also gain the ability to see the events in a place or objects past as well.. The Disciple lays their hands on upon the item in question or is present in the place and concentrates for 5 minutes. If successful, the Disciple will receive visions involving the target and the knowledge sought by the Disciple. The higher the roll, the further back in an object or place's history a Disciple can see.

    25: The Disciple can see back 24 hours. ( 2 rounds of concentration / 1 Minute)
    30: They Disciple can see back one week. ( 4 rounds of concentration / 2 Minutes)
    35: The Disciple will gain the knowledge of the past year ( 8 rounds of concentration / 4 Minutes)
    40+: The Disciple can receive ALL details and history of the object/place ( 16 rounds of concentration / 8 Minutes )

    True Sight [ 4 Spirit ]
    Room Command: (## Prophecy ##)
    Generation Cost: 20 Points
    Experience Cost: 100 Points
    Breed ID: No
    Range: LOS
    Roll System: roll 2d6 + Discipline + Hope vs TN 38
    Duration/Activation: see Piety Skill; see Hope Skill.
    Effect/Description: Disciples who have mastered the path of Discernment can see through any falsehood. Anytime someone appears before them in any disguise or they are the subject of any illusions the Disciple may see through such a ruse. The Disciple need not know that the illusion or falsehood is cast, their eyes will automatically peirce through the imagery before them. Anytime confronted with a disguise, illusion, or spell that create an alternate form (Magi spells or Psion Talents) the Disciple can roll 2d6 + Discipline + Faith vs the targets 2d6 + Will to see through the lie.

    [div align=”center”]Fortitude
    [/div]
    Godspeed [ 1 Endurance ]
    Room Command: (## Godspeed ##)
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Breed ID: No
    Range: Self
    Roll System: roll 2d6 + Discipline + Hope vs TN 24
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: In time of need the Disciples can quickly defend themselves by speeding up their ability to react to danger. The Disciple will gain a +3 to Quickness for the duration of this Gift. This increase to Quickness also increases their Initiative and Dodge accordingly.

    Resistance [ 3 Endurance ]
    Room Command: ## Cure ##
    Generation Cost: 5 Points per Level
    Experience Cost: 25 Points per Level
    Breed ID: No
    Range: Self
    Roll System: NA
    Duration/Activation: Permanent
    Effect/Description: The Disciples can become immune to certain diseases, which allows them to go into the most distraught dens of sickness to cure those who are afflicted. Each level allows the Disciple a permanent immunity to various degrees of disease as seen below. When afflicted with a disease, the Disciple merely needs to spend 3 Endurance to purge it from their body.

    Level 1 – Minor diseases such as cold or allergy
    Level 2 – Major diseases such as flu or pneumonia
    Level 3 – Debilitating diseases such as leporsy or polio
    Level 4 – Lethal diseases such as the Black Plague or typhus
    Level 5 – Supernatural diseases (ST discretion)

    Armor of Faith [ 2 Endurance ]
    Room Command: (## Faith Armor ##)
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Breed ID: Yes
    Range: Self
    Roll System: roll 2d6 + Discipline + Hope vs TN 30
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: In some times a Disciple may be called forth to vanquish the wicked or to protect an innocent from eprsectution. When this time occurs they do not have to suffer completely alone. A Disciples Faith is the core of their existance, and it will protect them in times of need. For every 3 points of Faith a Disciple has they will gain 1 point of damage absorb up to a maximum of 4 points of Absorb. As with all Damage Absorb this replenishes each round. ( Not from every attack ).

    Ease Suffering [ See Below ]
    Room Command: ( ## Ease ## )
    Generation Cost: 10 GP
    Experience Cost: 50 XP
    Breed ID: No
    Range: Self
    Roll System: roll 2d6 + Discipline + Hope vs TN 32
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: Sometimes a Disciple must suffer great pain for the greater good, in these instances this Gift is a blessing. Anytime the Disciple takes any sort of damage they may choose to pay a point of Endurance, Fatigue, or Spirit to ignore the penalties from those wounds, in other words, they suffer no reduction to their Modifiers. The effects of this end if the Disciple is reduced to a 0 Body, Mind, or Soul. For instance, if a Disciple is battling someone evil and the vile one hits the Disciple for 4 Body, the Disciple can spend a point of Endurance to ignore those penalties, if in the next round he is blasted for 4 Soul Damage, he can spend a point of Spirit to ignore those penalties as well. This Gift may only be activated once per night.

    Empowerment [ 2 Endurance ]
    Room Command: ( ## Empowerment ## )
    Generation Cost: 15 Points
    Experience Cost: 75 Points
    Breed ID: No
    Range: Self
    Roll System: roll 2d6 + Discipline + Hope vs TN 36
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: Some Disciples gain strength from their suffering. For the duration of this Gift, any damage taken by the Disciple will fuel them in their devotion. For every point of Body, Mind, or Soul Damage taken while this Gift is active, the Disciple will gain two points of Endurance, Fatigue, or Spirit accordingly. These points can go over the maximum for these Pool Statistics, however, once the Gift ends the Disciple will lose one from each every 15 minutes until they return to their maximum value. For instance, if a Disciple has a 5 Endurance, Fatigue, and Spirit and then activates this Gift he will have 3 Endurance, 5 Fatigue, and 5 Spirit. The following round he is hit by a knife which does 6 Body Damage, the Disciple would then gain 12 Endurance. After the Gift ends he will lose one point from any Pool Statistics over the maximum for each 15 minutes that passes until they are back at 5.

    Comprehension [ 0 Cost ]
    Room Command: ( ## Comprehension ## )
    Generation Cost: 20 Points
    Experience Cost: 100 Points
    Breed ID: No
    Range: Self
    Roll System: NA
    Duration/Activation: Permanent; Always Active
    Effect/Duration: Once this gift is purchased the Disciple is gifted with the ability to spend Endurance, Fatigue, and Spirit for any Gift or Ability he possesses. Should a Gift call for Endurance that the Disciple does not have, he can spend Fatigue or Spirit in it's place. These points are spent on a one for one basis.

    [div align=”center”]Healing
    [/div]
    Lift Burden [ 1 Spirit ]
    Room Command: (## Lift Burden ##)
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Breed ID: No
    Range: see Exaltaion Skill
    Roll System: roll 2d6 + Discipline + Hope vs TN Below
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: Addictions can be a severe detriment to a person, be it smoking which can cause damage to your health, or drugs that could make someone do things they would normally never do. When a Disciple ses someone partaking of an addiction, they can help alleviate the need for the substance. The freedom they gain from this addiction depends on how high the Disciples Piety skill is, and the difficulty to alleviate them are as follows: Minor Addiction (5 pt) TN 24, Moderate Addiction (10 pt) TN 30, and Severe Addiction (15 pt) TN 36. These rolls need to be posted in The Lair, and should a Disciple Lift the Burden of an addiction 5 times for a person they can assist in freeing them from their demons by paying up to half of the XP cost to buy off the Disadvantage.

    Healing [ 2 Spirit ]
    Room Command: ( ## Healing ## )
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Breed ID: Yes
    Range: see Exaltation Skill
    Roll System: 2d6 + Discipline + Hope vs TN 20 + Amount of Body Damage the target is down.
    Duration/Activation: Permenant / see Hope Skill
    Effect/Description: With this power, the Healer may brandish their Holy Symbol and say a small prayer. If successfully activated, the target will instantly receive 2 Body restored to them. For every four points above the TN that is reached, the target will receive an additional point of Body up to and including their maximum. Additional points of Body above the target's full Body are lost.

    Cure [ 2 Spirit ]
    Room Command: ( ## Cure ## )
    Generation Cost: 10 Points + 5 Points per level after first
    Experience Cost: 50 Points + 25 Points per level after first
    Requirement: Healing
    Breed ID: Yes
    Range: see Exaltation Skill
    Roll System: 2d6 + Discipline + Hope vs TN 28
    Duration/Activation: see Piety Skill / see Hope Skill
    Effect/Description: “When Jesus had called the Twelve together, he gave them power and authority to drive out all demons and to cure diseases” Luke 9:1 With this power, the Disciple is able to cure diseases. By merely saying a Prayer for the victim of the affliction, they may cure a disease up to the appropriate level that they have purchased. Diseases of greater magnitude requires more power. This power may never change the breed of a character. This Gift gives the means to cure temporary conditions, should someone have an affliction that is caused by a disadvantage the duration of Cure will only last as long as the Disciples Piety Skill unless the character under the effects of Cure pay the Experience cost to buy off their Disadvantage.

    Level 1 – Minor diseases such as cold or allergy
    Level 2 – Major diseases such as flu or pneumonia
    Level 3 – Debilitating diseases such as leporsy or polio
    Level 4 – Lethal diseases such as the Black Plague or typhus
    Level 5 – Supernatural diseases (ST discretion)

    Restore [ 3 Spirit ]
    Room Command: ( ## Restore ## )
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Breed ID: Yes
    Range: see Exaltation Skill
    Roll System: 2d6+Discipline+Piety vs TN 32
    Duration/Activation: Permenant / see Hope Skill
    Effect/Description: With the use of this power, the Disciple may restore a lost body part to a person. A person with one eye would suddenly have it restored. Someone who lost their legs in a war will again be able to walk. For each seperate part, an additional roll must be made. This Gift gives the means to cure temporary conditions, should someone have an affliction that is caused by a disadvantage the duration of Restore will only last as long as the Disciples Piety Skill unless the character under the effects of Restore pay the Experience cost to buy off their Disadvantage.

    Renew [ 4 Spirit ]
    Room Command: ( ## Renew ## )
    Generation Cost: 15 Points
    Experience Cost: 75 Points
    Breed ID: Yes
    Range: see Exaltation Skill
    Roll System: 2d6+Discipline+Piety vs TN 36
    Duration/Activation: Permenant / see Hope Skill
    Effect/Description: “They came to Bethsaida, and some people brought a blind man and begged Jesus to touch him.” Mark 8:21-23 With this power, the Disciple is able to restore a disability that a person was born with, such as blindness, deafness or being a mute. With but a touch, the Disciple may restore sight, hearing or the ability to speak to a target. This Gift gives the means to cure temporary conditions, should someone have an affliction that is caused by a disadvantage the duration of Renew will only last as long as the Disciples Piety Skill unless the character under the effects of Renew pay the Experience cost to buy off their Disadvantage.

    Cup of Life [ 5 Spirit ]
    Room Command: ( ## CoL ## )
    Generation Cost: 20 Points
    Experience Cost: 100 Points
    Breed ID: Yes
    Range: see Exaltation Skill
    Roll System: 2d6+Discipline+Piety vs TN 40
    Duration/Activation: Permenant / see Hope Skill
    Effect/Description: “When he had said this, Jesus called in a loud voice, “Lazarus, come out!” The dead man came out, his hands and feet wrapped with strips of linen, and a cloth around his face.” – John 11:43-44 The true pinacle of a Healer's power is to restore someone who has died to life. The person must have been dead for less than a week (seven days). A prayer to God must be spoken and then the roll made. If the roll is successful, the character will awaken but will be weak and will need to heal their Body to maximum. This power, however, may not resurrect undead however. In fact, if used upon the undead, the two make a contested 2d6+Discipline+Faith vs.s2d+ Will rolls. If the Disciple wins, the power will cause five points of fire damage to the character. This may, however, be used on a recently killed undead and then restored to life, making them Mortal. Should a character be brought back to life more than one time, each time after the first will result in a -2 reduction to all Statistics as well as Skills that exceed the new Statistics, these losses are permanent and will occur each time a character is brought back to life after the first. If a character has any Statistic of 2 or less, they cannot be returned from the dead.

    [div align=”center”]Justice
    [/div]
    Blade of the Disciple [ 2 Endurance ]
    Room Command: ( ## BotD ## )
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Breed ID: Yes
    Range: Self
    Roll System: roll 2d6 + Discipline + Hope vs.TN 24 to activate
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: Sometimes a Diciple is called to dispense Justice or Punishment as seen fit by the Lord. The Blade of the Disciple is just such a weapon. Wielded by Faith alone the Disciple summons forth a blade in representation of his faith. The Blades size and amount of damage depends on the faith of the Disciple as seen below. When a Disciple wishes to attack with the Blade he rolls 2d6 + Discipline + Faith vs his opponents 2d6 + Dodge, this is considered like any other attack with a Melee Weapon. For Example, a Disciple summons a Blade and has a Faith of 8, the Blade will be a Medium Sized Weapon and do a Damage of 5 Body Damage.

    Faith Skil___1st Blade Type_____Damage
    1 – 3 . . . . . . . Small Melee . . . . . . . . 4
    4 – 6 . . . . . . . Small Melee . . . . . . . . 4
    7 – 9 . . . . . . . Medium Melee . . . . . .. 5
    10 – 12 . . . . . Medium Melee . . . . . . ..5
    13 + . . . . . . . Large Melee . . . . . . . .. 6

    Exorcism [ 2 Spirit ]
    Room Command: ( ## Exorcism ## )
    Generation Cost: 15 Points
    Experience Cost: 75 Points
    Breed ID: No
    Range: see Exaltation Skill
    Roll System: roll 2d6 + Discipline + Hope vs 2d6 + Will
    Duration/Activation: Permanent; see Hope Skill.
    Effect/Description: Disciples can force Spirits of various sorts to return to their source. Wether it be forcing them to return to their native plane or forcing them to return to their real body. Each successful use of Exorcism does 3 Soul Damage to the spirit and an additional +1 Soul Damage for every four points the Disciples Hope roll is over the spirits Will roll. Once the Spirit is reduced to the negative value of their Soul Statistic they will be forced to their original body or plane. Using this will not cause death from Soul loss and it cannot be used against any target that is not possessed. The Targetted body will then be immediately replenished of all Soul damage taken once it is freed of the possession.

    Judgement [ 4 Spirit ]
    Room Command: ( ## Judge ## )
    Generation Cost: 20 Points
    Experience Cost: 100 Points
    Breed ID: Yes
    Range: LOS
    Roll System: roll 2d6 + Discipline + Hope vs TN 34 to Activate
    Duration/Activation: See Piety Skill; See Hope Skill;
    Effect/Description: Sometimes a punishment calls for more direct means, and through Judgement the Disciple may call forth Judgment directly from God. The Disciple activates this Gift and then for the remainder of it's duration the Disciple can rain down the fires of heaven upon the sinner in question. This fire appears to be real, however it will only damage those the Disciples deems are evil and past redemtion. The Dicsiple can roll 2d6 + Discipline + Faith vs the targets 2d6 + Dodge each round to send a pillar of fire to purge them of their iniquity, though the Disciple doesn't have to target the same person each round he can spend an additional 2 Spirit per additinal person he wished to afflict with the Judgement and when this is done the Disciple only makes of Faith roll per round to affect all targets. The fire of Judgement does 1 Body, 1 Mind, and 1 Soul damage per successful strike and also does an additional point for every 4 points over the TN that applies to Soul, then mind, then Body.

    [div align=”center”]Leadership
    [/div]
    Tongues [ 1 Fatigue ]
    Room Command: ( ## Tongues ## )
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Breed ID: No
    Range: Self
    Roll System: 2d6 + Discipline + Hope vs TN 26
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: With this gift the Disciple is able to understand all languages around him. As someone speaks to him in a foreign and unkown tongue it is translated for him by the Spirit and everything he says in return is likewise translated for the other person, though to the outward observer the two are speaking their normal languages. This Gift will only last as long as the Piety Skill permits, and once it has ended the Disciple will not know the languages in question anymore than he did when it was activated. This does not work for anything in writing, only the spoken word ( Sign Language is not Spoken ) and only works for someone speaking to him ( being in a group speaking in a foreign tongue counts as conversing )

    Fear of the Lord [ 3 Fatigue ]
    Room Command: ( ##Fear of the Lord## )
    Generation Cost: 15 Points
    Experience Cost: 75 Points
    Breed ID: No
    Range: Self
    Roll System: roll 2d6 + Discipline + Hope vs 2d6 + Will
    Duration/Activation: Instant; see Hope Skill
    Effect/Description: Often times a Disciple may need to bring the Fear of the Lord into someone, when this is done the target must immediately make a Fear [ 10 ] check. The direct cause of this fear is different per person, some are in fear for the revelation of sins and feel the full weight of their guilt, some are faced with the uncertainty of their beliefs, while others may see the truth of the existance of a Higher Power and in so know the terror of Truth.

    Righteous Aura [ 4 Fatigue ]
    Room Command: ( ## Righteous Aura ## )
    Generation Cost: 20 Points
    Experience Cost: 100 Points
    Breed ID: No
    Range: Self
    Roll System: 2d6 + Discipline + Hope vs TN 40
    Duration/Activation: see Piety Skill; see Hope Skill
    Effect/Description: The Disciples are leaders of men and keepers of peace, with this Gift the Disciple can cease all conflicts in a area roungly 3000 square feet (Medium sized three story house, or a 300×100 foot area of open ground). Upon activating this Gift all those within this area who are fighting will immediately stop attacking one another, they can defend themselves, but cannot initiate any attacks and the Disciple makes a 2d6 + Discipline + Faith roll. The following rounds after activation, should anyone wish to attempt to make any hostile actions, use an offensive mastery, or do anything that causes another harm, they must make a 2d6 + Will roll versus the Faith roll made by the Disciple, if they beat the Faith roll then they can act normally and are no longer affected by this Gift. Should they then attack, the Disciple will know that the peace was broken and should they choose be lead directly to the person who broke it. They will not know their identity, but they will know without question that the person before them broke the peace.

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