Summon Fire (Action Powers)

From Hastur
Jump to: navigation, search
ActionT4 logo
Templates for Action

Fired Up

Limit Break

You recover one Hit and one Fortune point, up to your normal maximums. In addition, your shot counter is set to the current shot, making this action not cost any shots to perform. You cannot perform another Limit Break this round.

Fireworks

Basic Action

You can cause superficial fire effects in a wide area, such as smoke, sparks and flashes. This can be done to entertain or to distract. When used to distract, this provide provides cover to Sneak. You can also use this to scare many people at once, to send messages in giant flaming letters across the sky, create huge burning images and otherwise impress with fireworks.

Fireworks can be made small and local or very very visible, up to a hundred meters or so in daytime to ten kilometers on a clear, calm nigh.

Ring of Fire

Basic Action

You create a barrier of fire that binds creatures in place, making it dangerous for them to move. Make a roll of Impress vs. Dodge or Impress of each enemy in a diameter equal to your Mind. On a success, the target is surrounded by a barrier of fire. This has no effect on actions, but if the creature moves it must cross the barrier, taking Fire damage equal to your Impress plus a bonus roll. The barrier expires at the end of the scene or a prisoner can try to escape as a Basic Action with an opposed Maneuver vs. your Impress.

Summon Fire 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 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 Fire Elementals.