Summon Mind (Action Powers)

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Main article: Powers (Action)

Bind Mind

Basic Action

This power only works on creatures whose True Name you know. Make an opposed Impress check. On a success the target obeys your orders for the rest of the round and the next. The creature acts strangely to anyone who knows it, and even stangers can realize it is acting wierd with a Sense Motive check against your Charm, not the victim's.

You can renew this control in combat. Out of combat, you only need to roll every 15 minutes, but a failed roll means control cannot be renewed

Conditioning

Finisher

You give the target a set of instructions, that he must live up to or suffer dire consequences. These instructions can be complex, like a code of honor or dedication to a cause. They can also be simple and direct if preferred. When the target stretches or comes close to breaking your instructions, he will lose focus and motivation, and lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, or they willfully break your instructions, they instead suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.

A Quest lasts until dispelled as a Curse. Note that the person under conditioning cannot himself strive to have it removed, or he will suffer from it's dire effects.

Curse of Idiocy

Finisher

The target becomes almost mindless and unable to use powers. He gains the Incommunicado, Mundane, and Tool Ignorant Limitations. He still remembers his friends and enemies. This is a Curse.

Enrage

Basic Action

You make the target lash out in blind rage. Roll an opposed Impress check, on a success the target must take a Basic Action to make an attack against a target of your choice. On an outcome matching the target's Mind you can continue to force him to do such attacks the next three times his shot comes up, until attacked by you or your friends, or an interaction Setback convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.

Mass Enrage

Limit Break

As Enrage, except it affects all enemies in an area with a diameter equal to your Mind.

Phantasmal Summons

Basic Action

You can seize a creature whose True Name you know and project it into the mind of an opponent. Once there, the creature will act as it normally would, but it exists only for you and the target; others cannot perceive it or interact with it unless they enter the mind of the target (such as by Mind Diving. To the target, it appears that the creature is physically present. The effect lasts for a scene or until either you, the creature, or the target falls unconscious.

This is a kind of possession and it can be dispelled or exorcised. Since the creature is in the same physical surroundings as the target, changing the physical surroundings can affect the creature. This includes all area attacks. These are the only ways creatures other than the target can interact with a phantasmal killer. Because the phantasmal killer exists for you, it is possible for it to affect you, either inadvertently with area attacks or intentionally.

Unlike a true summons, the creature to be summoned can be anywhere, even physically present. You can summon one named creature or a number of unnamed creatures of the same type equal to your Mind. Unnamed creatures have one True Name per type of creature; all unnamed imps share the same true Name. Essentially one true name equals one set of creature abilities. It takes an Impress roll against the highers of the creature's and target'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.