Summon Water (Action Powers)

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Main article: Powers (Action)

Drown

Basic Action

You attempt to fill a creature's lungs with water, causing panic and potentially drowning. A creature native to water is immune, but you have Advantage against a target in water that cannot breathe water. Make an opposed Impress check against the target. On a success, the target chokes and takes a Hit. On a margin equal to the target's Body the target is drowning and takes a Hit every time he takes a Basic Action until he has a power applied to him to give him water breathing or the end of the scene. A drowning target can choose not to act in order to avoid this damage.

Foul Water

Basic Action

You foul water in a diameter equal to your Mind. The cloud is impenetrable to most senses, giving a penalty of -1 on Shoot and perception checks per meter of foul water in between. A living, breathing creature in the cloud who spent any time during his current action in the cloud must make an opposed Impress check with you; on a failure he cannot act. Characters in the cloud can move even if the roll fails. The cloud lasts for a scene unless dispelled or dispersed by strong wind.

Summon Water Elemental

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.

A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.

When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.

This power only works on Water Elementals.

Viscous Gel

Basic Action

You create a slimy gel that can ensnare all creatures in a diameter equal to your Mind. With a successful opposed Impress roll, you coat a creature in the area with a gel of viscous fluid, inhibiting their movement. The target cannot move as a part of a Basic Action until the end of the scene. The target can free himself as a Basic Action with a Maneuver roll against your Impress, or an adjacent creature can free them with a Know roll against your Impress. If you score an Outcome matching a target's Reflexes that target also loses 3 shots.

Weight of Water

Basic Action

You ward an area against teleportation. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but was accompanied by a violent burst of bubbly water and dazes the teleportee, making him be surprised or loose all shots for this round .

Weight of Water covers a radius equal to your Create roll and lasts for a scene. If cast underwater, it lasts as long as the water in the area is not moved about; it can last indefinitely in a quiet isolated pool.