Summon Animal (Action Powers)

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Main article: Powers (Action)

Flashing Teeth

Basic Action

You attempt to cow all opponents within Mind meters, threatening them do desist by showing your dominance. Make an opposed Impress check against each of them; on a success any attack or stunt the target attempts against you in this scene has a minimum difficulty equal to your Impress. You can only try this once against a particular opponent in a particular scene. Any Setback scored against your Impress negates Flashing Teeth, in addition to the normal effect of the setback.

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. You can call one named creature or a number of unnamed creatures of the same type equal to your Mind. If the animals are domestic, their handler can use Impress, Ride or other appropriate skill as the difficulty. During combat, you must succeed at this action each round or the creature will run a way, but you can try repeatedly in each round. Out of combat, you only need to roll every hour; 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 Finisher on an animal thus controlled as it is helpless to resist you.

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

Finisher

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, but the animal's attributes. In this case, Fortune and Hits belong to the body and not the mind; you can expend such points in the animal body without depleting your own. Your body is either a trance (where you are automatically surprised if attacked), or you can merge your body into that of the animal, effectively disappearing from the world only to reappear next to the animal once the power ends. The size of the animal is immaterial; you can merge even with a very large or very small animal. 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. Animals summoned this way can be animal spirits taking on material form or might come from an alternate dimension or time. You can summon animals from the environment around you, but if you do those animals must travel to your location under their own power.

Web

Limit Break

You create sticky webs in a diameter equal to your Mind and cause them to restrain selected creatures in the area. Make an Impress check against each target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is severely bound and suffers three of the conditions. Conditions are applied in this order; immobilized, bound legs, bound arms, hogtie, blindfolding. Apply the first condition on this list the target doesn't already suffer from. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

Creatures entering the webbed area runs the risk of being entangled; unless they have the ability to safely navigate webs you must make an Impress roll against their Maneuver, if you succeed they are entangled as above. These restraints can be dispelled, escaped with a Contortions stunt pitting Reflexes against your Mind or destroyed; they have a Body equal to your Impress. Unlike other bonds, large weapons do not suffer a penalty when severing webs.