Difference between revisions of "Summon Dark (Action Powers)"

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Basic Action or Finisher
 
Basic Action or Finisher
  
Make an opposed [[Impress (Action)|Impress]] roll, on a success the target is [[Limitations_(Action)#Blind|blinded]] for the rest of the round. On an outcome matching the target's [[Reflexes (Action)|Action]] the target is blinded for the rest of the scene. If performed as a Finisher, the effect is a [[Curse (Action)|Curse]].
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Make an opposed [[Impress (Action)|Impress]] roll, on a success the target is [[Limitations_(Action)#Blind|blinded]] for the rest of the round. On an outcome matching the target's [[Reflexes (Action)|Reflexes]] the target is blinded for the rest of the scene. If performed as a Finisher, the effect is a [[Curse (Action)|Curse]].
  
 
=== Contract Domination ===
 
=== Contract Domination ===

Revision as of 11:04, 21 February 2015

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Templates for Action

Blinding Darkness

Basic Action or Finisher

Make an opposed Impress roll, on a success the target is blinded for the rest of the round. On an outcome matching the target's Reflexes the target is blinded for the rest of the scene. If performed as a Finisher, the effect is a Curse.

Contract Domination

Limit Break

Use this when making a contract with another creature. The contract must be formal and blood must be involved; either a written contract signed in blood or a sworn oath accompanied by mixing the blood of those forsworn. If this contract is broken the breaker suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power. Then the contract is null and void for any remaining participants.

Devil Contract

Finisher

You Curse the target with a devil contract. Stipulate a condition when the devil is summoned to attack the cursed creature. The cursed creature need not know this condition, but it is often in your best interests to inform the victim. When the condition occurs, the devil appears and does its best to kill the cursed creature, as well as anyone nearby who interferes. It then disappears. If the devil is defeated or kills the victim, the curse ends.

When you use this power, pick a devil you have the True Name of and make a confident Impress check. If successful, you successfully bind the devil to the contract. If the contract is nefarious and evil, you gain a bonus on this roll; generally +3 but possibly as high as +5. If you bind unnamed devils, a group equal to your Mind in numbers appear.

Infernal Focus

Trigger Action (Focus)

If you are within Mind meters of a Bound or willing Devil, you can focus. If the Mind of the Devil is less than yours, it takes a Hit.

If you are a Devil you can use this power on another creature within Mind meters. The target becomes focused. If your Mind is less than that of the target, you take a Hit.

Summon Devil

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 Devils.