Summon Fey (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
For the crime of watching the forest queen and her maids dance you must always join any dance you see, until you have danced with a maid of each of the 12 tribes of Ollin.
You Curse the target with a Geas, a condition he must obey and fulfill or suffer a Finisher you choose when you inflict the geas. If the target actively works against the purpose of the geas, or if he fails to try and fulfill the geas for an entire week, he suffers the selected Finisher. The more demanding the geas is, the easier the Curse is to break. The exception is that a geas linked to the target's earlier actions, making for poetic justice, can be incredibly hard to break. If the target accepts the geas and ceases trying to have it removed, it counts as a Limitation and gives the target extra points.
You institute a law that applies to locale where you are the acknowledged master. The stronger your social position, the larger this area is. You must announce the law very publicly, but can do so in a mysterious way or withhold certain details. A creature in the area of a faerie law is allowed an opposed Know roll against your Impress. If the roll fails, he has heard of the law but only as a vague rumor; his actions are likely to be very cautious and superstitious. If the roll succeeds, he knows the letter of the law.
You normally have only one faerie law running at any time. You can buy the power multiple times to institute several fairy laws. If a faerie law you instituted is negated, you can institute a new (but not the same law again) in the next session. If you lose control of the location, the law still persists.
Faerie Law is considered a Curse on the locale and can be broken as such, removing the law. The way to break the curse always resonates with the law, often demanding the law is broken and the consequences challenged or remedied. Another common means is a challenge against the current owner of the land. The forbidden act is often a common thing such as eating meat pies of a Friday or entering and leaving a building by the same door. A creature breaking this law is automatically punished by a Finisher chosen when the law is instituted. At your option when you institute the law the curse can strike the land instead of the trespasser, rapidly turning it into a nightmare wasteland inhabited by malicious creatures. You cannot negate this punishment; once the law is instituted, it applies to all, even you.
Some faerie laws demand actions rather than forbid them, but exact rules for such laws must be individually crafted by the GM, often as the plot of an adventure.
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 Fairies.