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

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Basic Action
 
Basic Action
  
Make an opposed [[Impress (Action)|Impress]] roll to cause fear in each target in a diameter equal to your [[Mind (Action)|Mind]]. On a success the target is scared on his next basic action.  On an Outcome matching the target's [[Mind (Action)|Mind]] he is scared for the rest of the round.
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Make an opposed [[Impress (Action)|Impress]] roll to cause fear in each enemy in a diameter equal to your [[Mind (Action)|Mind]]. On a success the target is scared on his next basic action.  On an Outcome matching the target's [[Mind (Action)|Mind]] he is scared for the rest of the round.
  
 
A scared target must back as far away from you as possible, using his [[Move (Action)|Move]] before taking each basic action, spending the movement portion of the basic action to do so.
 
A scared target must back as far away from you as possible, using his [[Move (Action)|Move]] before taking each basic action, spending the movement portion of the basic action to do so.

Revision as of 15:18, 15 March 2012

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Main article: Powers (Action)

Awaken the Dead

Limit Break

You can resurrect the dead as Undead monstrosities. Depending on the condition of the corpse, it might be a bare-bones skeleton or just a pale version of itself while alive. The creature must have been truly alive at one point, which means it should have been a Plant Elemental, Animal, or Folk at one time. The creature must be willing to be resurrected, and they know who you are and what your supernatural allegiances are before deciding. Most dead folk are content to be dead, only the ambitious would consider resurrection unless a former tie calls them back.

The creature gains the Undead type and the xx, xx, and xx powers using the Gifts Origin. It is otherwise the same as it was while it was alive.

Bind Undead

Finisher

You learn the True Name of the defeated or helpless creature.

This power only works on Undead.

Cause Fear

Basic Action

Make an opposed Impress roll to cause fear in each enemy in a diameter equal to your Mind. On a success the target is scared on his next basic action. On an Outcome matching the target's Mind he is scared for the rest of the round.

A scared target must back as far away from you as possible, using his Move before taking each basic action, spending the movement portion of the basic action to do so.

This only affects mortal creatures; Animals, Folk, and Plant Elementals.

Death of the Senses

Basic Action, Finisher

With an opposed Impress roll you dull the targets senses to the point of non-functionality; sight becomes a blur, hearing faint, taste and smell stagnant, and touch painful. The target becomes unable to perceive anyone beyond Mind meters and even inside this area, targets have concealment enough to Sneak. When stuck by this power, all enemies become hidden from the target, and anyone moving out of the sensory area also becomes hidden.

While under Death of the Senses, targets visible to friends are not automatically spotted by the victim; it takes a successful Scan from the victim or that an opponent acts against the victim to make them visible.

Lasts for a scene. If the initial roll scored an Outcome matching the target's Reflexes the effect lasts for the session or until dispelled. It can also be used as a Finisher, in which case it is a Curse.

Summon Undead

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 Undead.

Zone of Silence

Stance

You create a zone around you in which sounds are dampened to the point of extinction. This is a diameter equal to your Mind, with you in the center. Subtract your Impress from the effectiveness of any sound-based attack or stunt in the area. In order to make any kind of sound in the area, such as shouting an alarm, a creature in the area must make an opposed Impress roll against you. Even then, the sound is dampened and will not carry nearly as far as normal.