Summon Death (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
Awaken the Dead
You can resurrect the dead as Undead monstrosities. Depending on the condition of the corpse, it might be a bare-bones skeleton or just a pale version of itself while alive. The creature must have been truly alive at one point, which means it should have been an Animal or Folk at one time. The creature must be willing to be resurrected, and they know who you are and what your supernatural allegiances are before deciding. Most dead folk are content to be dead, only the ambitious would consider resurrection unless a former tie calls them back.
You can control an undead creature (or group of unnamed creatures) whose True Name you know with an Impress roll against the creature's Dodge or Impress, in order to control 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.
Death of the Senses
Limit Break, Finisher
With an opposed Impress roll you dull the targets senses to the point of non-functionality; sight becomes a blur, hearing faint, taste and smell stagnant, and touch painful. The target becomes unable to perceive anyone beyond Mind meters and even inside this area, targets have concealment enough to Sneak. When stuck by this power, all enemies become hidden from the target, and anyone out of the sensory area becomes hidden while the power is active.
While under Death of the Senses, targets visible to friends are not automatically spotted by the victim; it takes a successful Scan from the victim or that an opponent acts against the victim to make them visible.
Lasts for a scene. If the initial roll scored an Outcome matching the target's Reflexes the effect lasts for the session or until dispelled. It can also be used as a Finisher, in which case it is a Curse.
Basic Action, Limit Break, or Finisher
- If performed as a Limit Break, the penalty is increased by two.
- If the attack scores an Outcome matching the target's Body, the penalty is increased by two.
- If performed as a Finisher, the penalty is increased by two and the effect is a Curse - including any previous Frailty results.
Make an opposed Impress roll to to paralyze an opponent. On a success the target is paralyzed on his next basic action. On an Outcome matching the target's Body he is paralyzed on his next three actions. Paralysis can carry over from round to round.
Binds the soul of the target to you - either directly to your own soul or to a specially prepared receptacle. A creature whose soul has been bound like this cannot be resurrected, communed with, turned into an undead, or otherwise interacted with. If the target was alive when soul bound, the body remains alive but is inanimate and needs to be cared for or it will die of hunger and thirst. Such an empty body is also extremely vulnerable to possession. The bound soul can be traded, communicated with, or used to possess a soulless body.
Breaking the receptacle or dispelling the power frees the soul. If the creature's body is still alive, the soul goes back there. Otherwise it merely dies.
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 Undead.
Make an opposed Impress roll to cause terror in each enemy in a diameter equal to your Mind. On a success the target is terrorized on his next basic action. On an Outcome matching the target's Mind he is terrorized for the rest of the round.
A terrorized target who can see you must back as far away from you as possible, using his Move before taking each basic action, spending the movement portion of the basic action to do so. He cannot move closer to you under his own volition. He can otherwise act normally.