Difference between revisions of "Summon Light (Action Powers)"
m (→Atonement: wk) |
m (→Invoke Hope: wk) |
||
Line 18: | Line 18: | ||
Basic Action | Basic Action | ||
− | You can restore hope and good spirits to yourself and allies. Any lingering [[Stunt (Action)|Stunt]] effect or penalty is negated for everyone in an area with a diameter equal to your [[ | + | You can restore hope and good spirits to yourself and allies. Any lingering [[Stunt (Action)|Stunt]] effect or penalty is negated for everyone in an area with a diameter equal to your [[impress (Action)|Impress]]. You must be somewhere in the area to be affected. |
===Summon Angel=== | ===Summon Angel=== |
Revision as of 19:08, 21 November 2013
Templates for Action |
Atonement
Finisher
You present the target with the evil in his life 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 can 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.
Bind Angel
Finisher
You learn the True Name of the defeated or helpless creature.
This power only works on Angels.
Celestial Spotlight
Basic Action
Make an opposed Impress roll to prevent the target from using teleport powers for the rest of the scene.
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. 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 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 Angels.