Summon Dark (Action Powers)
|Templates for Action|
Basic Action or Finisher
Make an opposed Impress roll, on a success the target is blinded for the rest of the round. On an outcome matching the target's Reflexes the target is blinded for the rest of the scene. If performed as a Finisher, the effect is a Curse.
Use this when making a contract with another creature. The contract must be formal and blood must be involved; either a written contract signed in blood or a sworn oath accompanied by mixing the blood of those forsworn. If this contract is broken the breaker suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power. Then the contract is null and void for any remaining participants.
You Curse the target with a devil contract. Stipulate a condition when the devil is summoned to attack the cursed creature. The cursed creature need not know this condition, but it is often in your best interests to inform the victim. When the condition occurs, the devil appears and does its best to kill the cursed creature, as well as anyone nearby who interferes. It then disappears. If the devil is defeated or kills the victim, the curse ends.
When you use this power, pick a devil you have the True Name of and make a confident Impress check. If successful, you successfully bind the devil to the contract. If the contract is nefarious and evil, you gain a bonus on this roll; generally +3 but possibly as high as +5. If you bind unnamed devils, a group equal to your Mind in numbers appear.
Trigger Action (Focus)
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.
This power only works on Devils.
Make an opposed Impress roll to inflict dire pain on an opponent. Any stances the target is maintaining are broken. The target cannot start any stances or take any trigger actions for the remainder of the round. On an Outcome matching the target's Body he cannot take trigger actions for the rest of the scene.