Summon Animal (Action Powers)
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- Main article: Powers (Action)
Bind Animal
Finisher
You learn the True Name of the defeated or helpless creature.
This power only works on Animals.
King of the Beasts
Basic Action
You can control certain types of normal, unnamed animal; either one family of animals (canines, raptors, ants) or a set of themed animals like the wolf-bat-rat set common to vampires. It does not work on creatures of the Animal type that are not normal, natural animals.
Make a Impress roll against the highest attribute or skill of the animal: one animal per point of outcome can be controlled. If the animals are domestic, their handler can use Impress, Ride or other appropriate skill as the difficulty, instead. The control lasts until the end of the next round. Out of combat, you need to roll once every 15 minutes; a failed roll out of combat means the animals escape from you.
Your control is absolute; the animals will die for you, and can go against their instincts in your service. You can use a Trigger Action (Finisher) on an animal thus controlled.
If the animals are not present, they are summoned and seek you out, but it will take a while before the full number of some unusual animal arrives. You can establish control of animals as far a s a kilometer away per point of Mind you have.
If you learn this power twice, you can control any animal, not just one family of animals.
Possess Animal
Trigger Action (Finisher) and Stance
You take over the body of an animal, taking absolute control of it and using your skill to substitute for the animal's own skills. Your body is in a trance while merging, and you are thus automatically surprised if attacked, but you can break the trance at will. Once established, this power has no range limit; the animal can move anywhere and you can retain control as long as you maintain the stance.
Summon Animal
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 Animals.