Summon Illusion (Action Powers)

From Action
Revision as of 14:57, 2 June 2013 by Starfox (talk | contribs) (Spectral Monster)
Jump to navigation Jump to search
ActionT4 logo
Templates for Action
Main article: Powers (Action)

Fata Morgana

Trigger Action (Finisher)

The most powerful form of illusion, the Fata Morgana is a complete takeover of the target's senses. Everything he perceives is controlled by you, effectively he is in a dream world of your making. This is more of a plot device than a practical spell.

If you want complete control of the target's world, you have to concentrate, but you can then cause him to act upon the false images, making him strike the wrong people and so on. He never has an effective Action Value for any skill higher than your Impress when striking out in this manner.

Bind Spectre

Finisher

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

This power only works on Spectres.

Image Theft

Basic Action, then Stance

You can exchange the appearance of two creatures and/or objects with a successful opposed Impress roll - one of whom can be you. The target does not notice the change unless it sees itself reflected. It is a Disguise stunt with a +3 bonus for either of you to to trick people into believing you are the other.

Spectral Monster

Basic Action

You make an illusory copy of a creature True Name you know and bring it into the mind of another creature. You can summon one named creature or a number of unnamed creatures of the same type equal to your Mind. It takes an Impress roll against the creature's and the victim's Impress to create a spectral monster.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than three shots after it is summoned.

A spectral monster only exists in your mind and that of your victim. It can affect and be affected by what you and the victim does normally, but is completely oblivious to all other creatures and even to traps and terrain hazards. It is otherwise affected normally by terrain. If either you or the victim is killed or knocked unconscious, the spectral monster disappears.

You can also use this power again on a spectral monster 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 or to dismiss it. If a spectral monster is uncontrolled, it turns on you.

Summon Spectre

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 Spectres.