Summon Gifts (Action Powers)

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Revision as of 21:54, 5 April 2017 by Starfox (talk | contribs) (Power Collision)
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Alpha Beast

Finisher

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

Assume Identity

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures abilities and statistics in place of your own, 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 assume the creature's form. You do not have access to the imitated creatures memories, and if the creature assumes control it suffers from Amnesia and only has confused memory-images to go on, both from your memories and from the form it has.

Each round in which you remain shape-changed, you need to use this power and roll your Impress 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 any failed roll means you lose control of the creature.

When you lose control of your shape, it will act as that creature normally would. Because of its incomplete memories, the creature is usually confused and afraid in this situation. This generally means it either attacks or runs away, depending on the situation. You can try to regain control at the end of the scene, and after one day has elapsed. If both these rolls fail, you have to find someone to help you out of your predicament; your shape-changed form will sometimes look for such help from half-remembered friends of yours. Other times, the creature instead seeks out companionship and help appropriate to its current shape.

As long as you remain in control, you can resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you take, that is a Charm stunt.

Corruption

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 (often the user of the power) as a model. You also learn the victim's True Name once they become fully corrupted.

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 rare creatures even cause corruption by the end of the round, but this costs two schtick picks and is not recommended for player characters.

Doom

Basic Action

You can Curse another creature, becoming the doom of that creature's existence with an opposed Impress roll. If an attempt fails, that creature is immune to your doom for a year and a day. You can doom several creatures simultaneously, but each requires a separate use of this ability. You can release your Doom voluntarily, but only at the end of a play session. It can also be removed from your target as a Curse.

You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated.

Power Collision

Trigger Action (Defense)

When an enemy attacks you with a power you can counter with this ability to create a power collision; a gathering of power between you that is released in an explosion that might hurt either or both of you. This can only be used against powers; it does not work against attacks that are not powers.

The difficulty of the opponent's attack becomes your Impress. Regardless of whether the opponent hit or not, you both take damage equal to the opponent's Mind, soaked by Body. Add the Outcome of the attacker's roll to the attackers damage and subtract the Outcome of the attack from the damage of your counterattack. Remember that subtracting a negative number is the same as addition.

You must decide on a Melee or Shoot power to use with this power and that power determines the damage type you inflict. The opponent inflicts the same damage as the attack you countered. If you lack such a power, you deal the same type of damage your opponent does.