Sorcery (Action Powers Form)

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Heroic Action Role-Play

Sorcery is the ability to tap the power of other creatures and planes.

Alternate Names: Alchemy, Demonology, Elementalism.

Associations

Skill : Shoot
Attribute : Mind
Sense : Second sight
Mood : Self-confident

Sorcery Cantrips

Basic Action

You can sense latent and active powers within Mind meters, and get an idea of their type and potential. This includes powers in both places, objects, and creatures. You can sense the movement and potential in natural phenomena such as currents, winds, avalanches, and rockfalls.

Charm Sorcery

Create Sorcery

Dodge Sorcery

Damage Resistance Spell

Stance

Select a subtype of damage associated with a Form you know. Add your Mind to your soak attribute against this type of damage You can repeat this stance to gain resistance to multiple types of damage, as long as you know the corresponding form.

Impress Sorcery

Seal of Power

Finisher

You steal the True Name of a defeated or helpless creature. You learn the target's True Name. You can choose not to inflict any Hits on the target with the triggering attack, hoping to control it an use it in the current fight instead.

Seal of Summons

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 15 minutes, but any failed roll means you lose control of the creature.

You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.

Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.

You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above. You can summon any type of elemental or a demon:

Tap Demon

Basic Action

Demons are founts of power that can be tapped by the unscrupulous.

Make an opposed Impress roll against a Controlled Demon.

On a success you inflict one Hit on the Demon and gain one Fortune point with an Impress greater than your Mind.

If your Impress scores an outcome matching the Demon's Mind you instead gain two Fortune and inflict a Hit and a Damage Setback on the Demon.

If you gain Fortune in excess of your Mind this way you must spend any excess points by the end of the scene, or they are lost.

Know Sorcery

Analyze Power

Basic Action

You can sense the presence and effects of powers at a distance. If the power is of an elemental form: Air, Earth, Electricity, Fire, Ice, Metal, Plant, or Water, you know the exact effect immediately, otherwise it takes you can identify the power as a Limit Break.

Normally, you detect the closest power effect, but by concentrating on a particular type (name or general description) you can eliminate all others. This means you may have to use this power many times to sort through a complex scene.

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 uses 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.

Release Power

Limit Break

Age of
Effect
Minimum
Difficulty
One Day 12
One Week 14
One Month 16
One year 18
A decade 20
A century 22
A millennium 24
Ten millennia 26
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. When you dispel a power of an elemental form you know (Air, Earth, Electricity, Fire, Ice, Metal, Plant, or Water), you can immediately perform a Limit Break using a power of that form that you know.

Maneuver Sorcery

Demonic Form

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on an Demon with this version of the power.

Melee Sorcery

Power Collision

Trigger Action

When an enemy you can reach with a melee attack uses a power that deals damage to attack, you can set up a power collision. The two of you channel power into an awesome explosion. The difficulty of the attack becomes your Melee +3. You are both automatically hit by the blast even if the original attack fails to meet the difficulty; a positive outcome increases the damage you take and reduces the damage the attacker takes; a negative outcome reduces the damage you take and increases the damage your opponent takes. You can chose to use your Mind +2 instead of your Toughness to soak this damage.

Ride Sorcery

Transfer Focus

Limit Break

You transfer your focus to another character who is within sight. That character can choose to immediately perform a Limit Break, at normal shot cost. If he has no shots left, he also takes a Hit from backlash.

Transfer Power

Basic Action

You channel one or more Fortune Points to another character you can see. You spend these points, and the target receives them, replenishing any lost Fortune points. If this leaves the target with more than a full Fortune pool, the points must be spent before the end of the round or they return to you.

Shoot Sorcery

Best Blast

Basic Action

Pick an inherent shoot power you have not already used in this fight. You are encouraged to spoof why this is the best blast to use right now. Make a Normal Ranged Attack that gets a +3 bonus. You can only use this power once per round.

Counter-Blast

Trigger Action

When you see another character use an attack power that inflicts damage, you can counter that power by firing a blast of raw elemental energy to block their attack. The difficulty of their action becomes your Shoot +3. Range penalties are applied to this difficulty, based on your distance to either the attacker or the target, whoever is closest.

Spot Sorcery