Difference between revisions of "Summon Space (Action Powers)"
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You [[Teleport (Action)|teleport]] to a location on another plane where you have a bound [[Space_(Action_Powers_Form)#Teleport_Circle|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. | You [[Teleport (Action)|teleport]] to a location on another plane where you have a bound [[Space_(Action_Powers_Form)#Teleport_Circle|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. | ||
+ | |||
+ | === Summoning Pact === | ||
+ | Finisher | ||
+ | |||
+ | You bind with the target with a pact that allows you to summon it even if it is on the same plane you are. | ||
+ | This is a [[Curse (Action)|Curse]]. | ||
+ | When summoned, the creature is teleported to your location and arrives fully prepared and equipped, even if it was not so in the location it came from. | ||
+ | The creature and all gear reappears where it originally was when the summoning ends. | ||
+ | You can order the creature to fight for you, but you cannot order it to betray friends or divulge secrets. | ||
+ | If the creature suffers a [[Damage_(Action)#Damage_Setbacks|Damage Setback]] it immediately returns with zero remaining [[Hit (Action)|Hits]] but otherwise unharmed. This might break the [[Curse (Action)|Curse]] depending on story needs. | ||
=== Teleport Pull === | === Teleport Pull === |
Revision as of 12:34, 8 February 2021
Templates for Action |
- Main article: Powers (Action)
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.
Summoning Pact
Finisher
You bind with the target with a pact that allows you to summon it even if it is on the same plane you are. This is a Curse. When summoned, the creature is teleported to your location and arrives fully prepared and equipped, even if it was not so in the location it came from. The creature and all gear reappears where it originally was when the summoning ends. You can order the creature to fight for you, but you cannot order it to betray friends or divulge secrets. If the creature suffers a Damage Setback it immediately returns with zero remaining Hits but otherwise unharmed. This might break the Curse depending on story needs.
Teleport Pull
Basic Action
Succeed at an opposed Impress against the target to Teleport it to a location within a number of meters of you equal to your Impress check you where he can stand safely. You can choose to exchange places with the creature. You can use this power against friends under suitable circumstances. You can also use this to fetch objects you are strong enough to carry, but against objects carried on a creature this works like a Disarm stunt using your Impress skill, and even unattended objects near a creature can be defended using the Interpose stunt.
You can also do this over any distance (ignoring range and concealment) against a creature whose True Name you know.