Difference between revisions of "Summon Space (Action Powers)"
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− | [[Teleport (Action)|Teleport]] to a | + | This allows you to [[Teleport (Action)|Teleport]] yourself to a safe area, your Sanctum. The real-world opening of the Sanctum is always at your physical location, unless you are inside it, in which case it is at your last location in the physical world. |
− | Each time you use this power, you end up in the same space. The space has a diameter equal to your [[Mind (Action)|Mind]] and you control its shape and appearance, furnishing it as you see fit. | + | The Sanctum is a private extra-dimensional space. Each time you use this power, you end up in the same space. The space has a diameter equal to your [[Mind (Action)|Mind]] and you control its shape and appearance, furnishing it as you see fit. It is considered its own dimension which makes other kinds of [[Teleport (Action)|teleportation]] difficult. [[Space_(Action_Powers_Form)#Teleport_Circle|Teleport Circles]] cannot exist in the Sanctum. |
− | + | Anyone inside that is not restrained can leave the Sanctum as a Basic Action. When you are inside, you can evict a creature as a Basic Action with an opposed [[Impress (Action)|Impress]] roll. | |
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+ | It is possible for others to enter and exit on their own, but the entrance is hard to find from the outside; even when looking in the right spot it still takes a [[Detect_(Action_Powers_Technique)#Search|Search]] stunt against your [[Impress (Action)|Impress]] to find it, and only the finder can enter. | ||
===Summon Aberration === | ===Summon Aberration === |
Revision as of 18:54, 7 June 2012
Templates for Action |
- Main article: Powers (Action)
Templates for Action |
Bind Aberration
Finisher
You learn the True Name of the defeated or helpless creature.
This power only works on Aberrations.
Dimensional Anchor
Basic Action
Make an opposed Impress roll to prevent the target from using teleport powers for the rest of the scene.
Plane Shift
Limit Break
You teleport to a location on another plane where you have a bound Teleport Circle. If you lack such a bound circle, you can teleport to a plane you can identify uniquely. Planes of existence have unique identifiers such as runes, harmonic notes, hyper-spatial coordinates, IP addresses, or serial numbers. If you teleport to a plane known this way, you arrive at a random spot of open terrain, generally within 1d6 days travel of your true destination.
Sanctum
Basic Action
This allows you to Teleport yourself to a safe area, your Sanctum. The real-world opening of the Sanctum is always at your physical location, unless you are inside it, in which case it is at your last location in the physical world.
The Sanctum is a private extra-dimensional space. Each time you use this power, you end up in the same space. The space has a diameter equal to your Mind and you control its shape and appearance, furnishing it as you see fit. It is considered its own dimension which makes other kinds of teleportation difficult. Teleport Circles cannot exist in the Sanctum. Anyone inside that is not restrained can leave the Sanctum as a Basic Action. When you are inside, you can evict a creature as a Basic Action with an opposed Impress roll.
It is possible for others to enter and exit on their own, but the entrance is hard to find from the outside; even when looking in the right spot it still takes a Search stunt against your Impress to find it, and only the finder can enter.
Summon Aberration
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 scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.
A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.
When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.
This power only works on Aberrations .