Summon Gifts (Action Powers)

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Revision as of 10:14, 10 December 2012 by Starfox (talk | contribs) (Imitation wip)
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Corruption

Trigger action (Finisher)

Infect your victims with your own supernatural essence: if this taint is left unchecked they become supernatural creatures as well.

A victim of corruption turns into a monster after the passing of three midnights. This is a particularly nasty Curse. Once the three midnights have passed, the victim is reborn as a creature of your Creature Type. An unnamed creature becomes a typical creature of this type; a named creature is rebuilt with the same point total, using a typical creature of the type as a model. You also learn the victim's True Name.

For some creatures the corruption does not take three night but is based on some other criteria, such as the rise of the full moon. A few creatures even cause corruption by the end of the round, but this is rare and not recommended for player characters.

Duplication

Limit Break

You split into two identical creatures. You share the same shot counter and fortune pool; each duplicate does the same actions but does so separately and moves separately, up to Mind meters apart. Only one duplicate can perform Limit Breaks each round. When one of you is hit, you can decide to either take the damage normally or have the duplicate that was hit disappear. All but one duplicate disappears at the end of the scene. The last duplicate left is considered "you", the original, there is no difference between the duplicates while they are active.

You can take this power multiple times, gaining a number of additional selves equal to the number of power picks.

Imitation

Notepad.png This is a work in progress.

Limit Break

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures abilities and statistics, with one exception; you still use your own Impress skill to keep your shape-changed self under control.

It takes an Impress roll against the creature's Dodge or Impress to summon.

Each scene, you need to roll against the creature's Dodge or [[Impress (Action)|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 any 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 also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.

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. In any case, it still takes a roll every 15 minutes to keep the creature on your plane.

You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can no longer be controlled as outlined above, but can still be banished or dispelled.