Summon Creature (Action Powers Effect)

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Revision as of 16:01, 29 December 2011 by Starfox (talk | contribs) (nunnamed names)
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Main article: Powers (Action)

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 named creature or a number of unnamed creatures of the same type equal to your Mind. Unnamed creatures have one True Name per type of creature; all unnamed imps share the same true Name. Essentially one true name equals one set of creature abilities. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature appears with no shots on its shot counter.

You can 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 15 minutes, but a failed roll means you lose control of the creature.

You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself.

Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. Spiritual power users often have and advantage here, in that they can expect help from creatures of similar ethos even without binding them. In this case, it takes a roll every 15 minutes to keep the creature on your plane.