Difference between revisions of "Summon Mind (Action Powers)"

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Basic Action
 
Basic Action
  
You can seize a creature whose [[True Name (Action Powers) | True Name]] you know through time and space and put it into the mind of an opponent. Once there, the creature will act as it normally would, but it exists only for you and the target; others cannot perceive it or interact with it unless they enter the mind of the target (such as by [[Mind_(Action_Powers_Form)#Mind_Diving|Mind Diving]]. To the target, it appears that the creature is physically present. The effect lasts for a scene or until either the creature or the target falls unconscious.
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You can seize a creature whose [[True Name (Action Powers) | True Name]] you know and project it into the mind of an opponent. Once there, the creature will act as it normally would, but it exists only for you and the target; others cannot perceive it or interact with it unless they enter the mind of the target (such as by [[Mind_(Action_Powers_Form)#Mind_Diving|Mind Diving]]. To the target, it appears that the creature is physically present. The effect lasts for a scene or until either you, the creature, or the target falls unconscious.
  
This is a kind of possession and it can be dispelled or exorcised. Since the creature is in the same physical surroundings as the target, changing the physical surroundings can affect the creature. This includes all area attacks. These are the only ways creatures other than the target can interact with a phantasmal killer. Because the phantasmal killer exists for you, it is possible for it to affect you, either inadvertently with area attacks or because it wants to.
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This is a kind of possession and it can be dispelled or exorcised. Since the creature is in the same physical surroundings as the target, changing the physical surroundings can affect the creature. This includes all area attacks. These are the only ways creatures other than the target can interact with a phantasmal killer. Because the phantasmal killer exists for you, it is possible for it to affect you, either inadvertently with area attacks or intentionally.
  
The creature to be summoned 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 (Action)|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 (Action)|Impress]] roll against the highers of the creature's and target's [[Dodge (Action)|Dodge]] or [[Impress (Action)|Impress]] to summon.  
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Unlike a true summons, the creature to be summoned can be anywhere, even physically present. You can summon one named creature or a number of unnamed creatures of the same type equal to your [[Mind (Action)|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 (Action)|Impress]] roll against the highers of the creature's and target's [[Dodge (Action)|Dodge]] or [[Impress (Action)|Impress]] to summon.  
  
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.
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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.

Revision as of 13:42, 9 October 2013

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Main article: Powers (Action)

Bind Mind

Finisher or Basic Action

This power only works on Folk. It is a Basic Action of used against someone whose True Name you know, a Finisher otherwise. If used as a Finisher and successful, the target takes no damage from the attack that triggered this power.

Make an opposed Impress check. On a success the target obeys your orders for the rest of the scene. At the end of the scene, you can renew the control as a Basic Action with an opposed Impress roll. You also learn the target's True Name.

Conditioning

Finisher

You give the target a set of instructions, that he must live up to or suffer dire consequences. These instructions can be complex, like a code of honor or dedication to a cause. They can also be simple and direct if preferred. When the target stretches or comes close to breaking your instructions, he will lose focus and motivation, and lose a Fortune point for each decision they take that moves them away from fulfilling the oath. When their Fortune runs out, or they willfully break your instructions, they instead suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power.

A Quest lasts until dispelled as a Curse. Note that the person under conditioning cannot himself strive to have it removed, or he will suffer from it's dire effects.

Curse of Idiocy

Trigger Action (Finisher)

The target loses his sentience; he starts to behave like a domesticated animal. Like an animal, he can be led about, ordered to perform simple tasks, or even pushed into a fight or lead to the slaughter. He still remembers his friends, but not his foes. This is a Curse.

Enrage

Basic Action

You make the target lash out in blind rage. Roll an opposed Impress check, on a success the target is temporarily enraged, loses three shots, and makes an Basic Action attack against a target of your choice. On an outcome matching the target's Mind you can continue to force him to do such attacks on each of his shots until the end of the scene, until attacked by you or your friends, or an interaction Setback convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.

Mass Enrage

Limit Break

As Enrage, except it affects all enemies in an area with a diameter equal to your Mind.

Phantasmal Summons

Basic Action

You can seize a creature whose True Name you know and project it into the mind of an opponent. Once there, the creature will act as it normally would, but it exists only for you and the target; others cannot perceive it or interact with it unless they enter the mind of the target (such as by Mind Diving. To the target, it appears that the creature is physically present. The effect lasts for a scene or until either you, the creature, or the target falls unconscious.

This is a kind of possession and it can be dispelled or exorcised. Since the creature is in the same physical surroundings as the target, changing the physical surroundings can affect the creature. This includes all area attacks. These are the only ways creatures other than the target can interact with a phantasmal killer. Because the phantasmal killer exists for you, it is possible for it to affect you, either inadvertently with area attacks or intentionally.

Unlike a true summons, the creature to be summoned can be anywhere, even physically present. 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 highers of the creature's and target'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.