Summon Time (Action Powers)
|Templates for Action|
Basic Action or Finisher
- If the attack scores an Outcome matching the target's Reflexes (before all modifications), 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 Slow results.
The target also loses as many shots as the penalty, with a minimum of three shots lost.
You alter a living target's age, making them older or younger without changing who they are. The GM decides which of the following age categories the target is. You subtract the modifiers given for that age from the target's age, then you add the modifiers for the age you make the target assume. If a certain age has a negative modifier, you do not lose that modifier when you change out of the category, but you gain the penalty when you change into that category. Certain ages also have disadvantages gained when you make someone into that age category.
Youth Reflexes +2
Adult Body +2
Elderly Mind +2
People will generally not recognize someone whop has had his age altered, a Charm check against your Impress is needed to either see through the change for the target to convince someone who they are. Family and close friends get a hefty bonus on these checks. This is a Curse, but you can give it a fixed duration if desired.
Summon Time Elemental
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 Time Elementals.
You wrest your target out of the time stream. This is a Curse. He now exists in a prison where no time passes. When freed, he returns at the same spot and in exactly the same condition he was in when he was imprisoned.
This effect is mostly for non-player characters to use on players. GMs are encouraged use this as a plot device; players can use it at the GMs whim, but it is generally much less interesting for them.
You wrest your target out of the time stream with a successful opposed Impress roll. He now exists in a pocket of time, a bubble with a diameter equal to your Mind in meters. He stays there until some set event causes the Time Cell to collapse, whereupon he is restored to the time stream.
Time Cells are not very stable, their existence are tied up to specific events or objects. You can prepare the cell in advance, putting a creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other appropriate means, the cell collapses and the target returns to the normal time stream.
If you use this power again, you can choose to create a new time cell, or put the target in an already existing cell. If two or more people are into the cell, it lasts until all conscious creatures in the cell agree to depart together.
The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then force your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. In general, it takes an opposed skill check against whatever skill you used to create the trick to open a time cell; each failed roll indicates one round of time is lost and the victim takes a hit. Out of an action scene, each roll instead takes an hour, but there is no Hit.
A time cell can also be used as a retreat for study, healing and other activities you don't want interrupted. Characters in a time cell do not need to eat or drink and never run out of air. Time passes at the same rate inside and outside the cell.