Summon Illusion (Action Powers)

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Main article: Powers (Action)

Fata Morgana

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.

Identity Theft

Basic Action

You can make an illusion that you are in fact a specific creature whose True Name you know. This allows you to almost become 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.

Each round in which you remain under the illusion, you need to use this power and roll your Impress against the creature's Dodge or Impress in order to extend the identity theft 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. If this roll fails, you return to your own identity.

If you use this to impersonate the creature whose form you take, that is a Charm stunt.

As a Basic Action, a spectator can use Frisk to make a Spot against your Charm to disbelieve the illusion, which causes you to either take one Hit or end the illusion (your choice). If the Spot check scores an outcome equal to your Mind the illusion is automatically dispelled.

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.

Phantasmal Killer

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 phantasmal killer.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the current shot. All it does if fight, seeking to kill its target, or you if uncontrolled.

A phantasmal killer 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 hazards. It is otherwise affected normally by terrain. If either you or the victim is killed or knocked unconscious, the phantasmal killer disappears.

You can also use this power again on a phantasmal killer you have created 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 phantasmal killer is uncontrolled, it turns on you.

Scary Image

Basic Action

You create an illusion of a scary scene. This scene can involve setting or creatures or both. Creatures that are different from each other might not be scared by the same things, at the GM's discretion. Make an opposed Impress roll against those the illusion is scary against. On a success the target is scared on his next basic action. On an Outcome matching the target's Mind he is scared for the rest of the round.

A scared target must back as far away from the illusion as possible, using his Move before taking each basic action, spending the movement portion of the basic action to do so. He cannot move closer to you under his own volition. He can otherwise act normally.

Spectral Monster

Basic Action

You make an illusory copy of a creature True Name you know. You can summon one named creature or a number of unnamed creatures of the same type equal to your Mind. You can also summon a creature whose True Name you do not know, but in this case the creature is always unnamed, and you get only one. It takes an Impress roll against the creature's Impress or Dodge 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 the current shot.

You can also use this power again on a spectral monster you have created along with an Impress roll against the creature's Dodge or Impress, in order to either maintain control until the end of the following round or to dismiss the spectral monster. During combat, you must succeed at this action each round or lose control, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means control is lost. If you fail to maintain a spectral monster, it begins to interact with you; an illusion of a creature hostile to you attacks, an illusion of a creature friendly creature takes interaction stunts to make sure it gets your full attention. After one round uncontrolled, the spectral monster usually disappears, but in rare cases it may run away and do mischief on its own.

As a Basic Action, a spectator can use Frisk to make a Spot against the Dodge of the spectral monster to disbelieve it, which causes one Hit. If the Spot check scores an outcome equal to the creature's Mind it disappears entirely.

The spectral monster can be perceived by cameras and similar remote viewing, but it cannot manipulate objects. Its attacks inflict Illusory damage.