Summon Light (Action Powers)

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Templates for Action

Atonement

Finisher

You present the target with the evil tainting his soul and present a way for them to walk into the light, atone, and make up for the evil of their life. The results of their current evil is explained, and the power also presents the target with how its life could be if it changes or remains as it is. This revelation is deeply profound and the target will need time to decide his reaction to it. Depending on how strong the target's convictions are, this can be a processes of days or weeks. Once this period is over, the target may change his life or not - this power does not influence the decision. If the target does change to live a life of light, this power can analyze any Curse or negative effect the target suffers from and find or create a good way out of such problems.

Celestial Spotlight

Basic Action

Make an opposed Impress roll to prevent the target from using teleport powers for the rest of the scene.

Dazzling

Basic Action

You can dazzle onlookers by presence and aura. You can make an upstage stunt as a basic action, and the effect lasts for the rest of the round. A target who is attacked or otherwise interacted with by one of its opponents breaks free of the effect. This grabs attention, but is domineering; people who are skeptical of you are likely to be insulted.

Inspiration

Basic Action

You give another the impulse to act in a positive and forthright manner. Inspired, Enlightened, or Benevolent. This includes attacks that protect innocents and allies. The target may immediately take what is normally a Basic Action with no shot cost. They use their own skill value or your Impress, whichever is better.

Invoke Hope

Basic Action

You can restore hope and good spirits to yourself and allies. Any lingering Stunt effect or penalty is negated for everyone in an area with a diameter equal to your Impress. This includes advantages, stymies, and many setbacks, tough setbacks that have an instantaneous effect, such as putting a character in a perilous situation or inflicting damage, are not negated. You must be somewhere in the area to be affected.

Summon Angel

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 Angels.