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

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===Bind Mind ===
 
===Bind Mind ===
Trigger Action (Finisher)
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Basic Action
  
This power only works on [[Folk (Action) | Folk]]. The target is not rendered unconscious by the triggering attack and restored to 1 hit remaining. He 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 (Action)|Impress]] roll.  
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This power only works on creatures whose [[True Name (Action Powers) | True Name]] you know.
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Make an opposed [[Impress (Action)|Impress]] check. On a success the target obeys your orders for the rest of the round and the next. The creature acts strangely to anyone who knows it, and even stangers can realize it is acting wierd with a [[Emote_(Action_Powers_Technique)#Sense_Motive | Sense Motive]] check against your [[Emote_(Action_Powers_Technique) | Charm]], not the victim's.
  
You can only keep one named creature or a number of unnamed creatures equal to your [[Mind (Action)|Mind]] bound at any one time by any combination of binding powers.
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You can renew this control in combat. Out of combat, you only need to roll every 15 minutes, but a failed roll means control cannot be renewed
  
=== Confusion ===
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=== Conditioning ===
Basic Action
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Finisher
  
Make an [[Impress (Action)|Impress]] check against all targets in a diameter equal to your [[Mind (Action)|Mind]]. Those you succeed against act randomly on their next basic action. Those against whom you scored an Outcome matching their [[Mind (Action)|Mind]] act randomly on each of their shots until the end of the scene or an interaction [[Setback (Action)|Setback]] convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.
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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 (Action)|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.
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Conditioning lasts until dispelled as a [[Curse (Action)|Curse]]. Note that the person under conditioning cannot himself strive to have it removed, or he will suffer from it's dire effects.
  
Targets act randomly per this table.
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=== Curse of Idiocy ===
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Basic Action or Finisher
  
# Take a [[Actions_(Action)#Full_Move|Full Move]] in a random direction, picking a direction where he can use as much as possible of his movement.
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Make an opposed [[Impress (Action)|Impress]] against a sentient creature.
# Stand about babbling incoherently
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On a success the target suffers a dizzy spell and loses 3 shots.
# Try to [[Summon_(Action_Powers_Technique)#Scare|Scare]] or [[Emote_(Action_Powers_Technique)#Distraction|Distract]] an ally - using the best skill in each case.
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On an Outcome matching the target's [[Mind (Action)|Mind]], he becomes almost mindless and unable to use powers.
# Attack nearest creature
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He suffers [[Power Loss (Action)|Power Loss]] and becomes
# Attack nearest ally
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[[Limitations_(Action)#Incommunicado|Incommunicado]] for the rest of the scene.
# Act normally
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He still remembers his friends and enemies.
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As a Finisher this always causes the more severe effect and is a [[Curse (Action)|Curse]].
  
=== Curse of Idiocy ===
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=== Enrage ===
Trigger Action (Finisher)
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Basic Action or Limit Break
  
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 (Action)|Curse]].
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You make the target lash out in blind rage. Roll an opposed [[Impress (Action)|Impress]] check, on a success the target must take a Basic Action to make an attack against a target of your choice. On an outcome matching the target's [[Mind (Action)|Mind]] you can continue to force him to do such attacks the next three times his shot comes up, until attacked by you or your friends, or an interaction [[Setback (Action)|Setback]] convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.
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When performed as a Limit break, Enrage affects all enemies in an area with a diameter equal to your [[Mind (Action)|Mind]].
  
=== Enrage ===
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=== Phantasmal Summons ===
 
Basic Action
 
Basic Action
  
You make the target lash out in blind rage. Roll an opposed [[Impress (Action)|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 (Action)|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 (Action)|Setback]] convinces him otherwise. The target still controls his own trigger actions, Fortune and so on.
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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 and to the target, it appears that the creature is physically present. To all others it is nonexistent, tough they can see the effects it has on you two.  
 
 
=== Flower of Knowledge ===
 
Trigger Action (Finisher)
 
  
You can create a flowering of intellect where there was none before. This can give reasoning powers to an object (creating any type of creature except Folk or an animal), or full sentience to a non-sentient creature. If used on a sentient, it creates a second personality, generating a mental disorder.
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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 and at the [[GM]]s discretion might include stunts. .
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However, the phantasmal creature has [[Stunt_(Action)#Advantage|Advantage]] against all interactions against those who cannot see it.
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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 newly created mind is shaped by you, and you can imbue it with part of your reasoning process and motivation. In general, it will start out friendly to you and sympathetic to your ideas, willing to perform whatever task you created it for. If created within another sentient being, it will be dominant for a time as the original personality is in shock, but after a day or so the two personalities will start to crash. Depending on how different they are from each other, this might be a conflict to the death over control and identity or they might merge almost seamlessly.
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Unlike a true summons, the creature to be summoned can be anywhere, unless it is already 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.  
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You must repeat this summoning on each succeeding round, or the phantasmal summon disappears.
  
The tree of knowledge often bears bitter fruit. While this power can be very rewarding, it is often very dangerous also. After a while, minds created this way tend to adopt some of your negative personality traits and might become your bitter enemies, especially if you have many personality flaws or treat them badly.
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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.
  
=== Mass Enrage ===
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===Summon Champion===
Limit Break
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{{Template:Summon (Action Powers)}}
  
As [[#Enrage|Enrage]], except it affects all enemies in an area with a diameter equal to your [[Mind (Action)|Mind]].
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This power only works on [[Folk_(Action_Creatures)|Folk]] on other planes of existence.
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As little is generally known about the [[Folk_(Action_Creatures)|Folk]] of other planes, it is very hard to find the required [[True Name (Action)|True Name]].
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It is possible to blindly summon a champion from another plane using a [[Power_Experiments_(Action)|Power Experiment]]. This often results in youthful potentials that then have to learn how to perform the needed role.
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[[Space_(Action_Powers_Form)#Summoning Pact|Summoning Pact]] provides another way to use Summon Champion.

Latest revision as of 10:04, 30 June 2021

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Main article: Powers (Action)

Bind Mind

Basic Action

This power only works on creatures whose True Name you know. Make an opposed Impress check. On a success the target obeys your orders for the rest of the round and the next. The creature acts strangely to anyone who knows it, and even stangers can realize it is acting wierd with a Sense Motive check against your Charm, not the victim's.

You can renew this control in combat. Out of combat, you only need to roll every 15 minutes, but a failed roll means control cannot be renewed

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. Conditioning 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

Basic Action or Finisher

Make an opposed Impress against a sentient creature. On a success the target suffers a dizzy spell and loses 3 shots. On an Outcome matching the target's Mind, he becomes almost mindless and unable to use powers. He suffers Power Loss and becomes Incommunicado for the rest of the scene. He still remembers his friends and enemies. As a Finisher this always causes the more severe effect and is a Curse.

Enrage

Basic Action or Limit Break

You make the target lash out in blind rage. Roll an opposed Impress check, on a success the target must take a Basic Action to make an 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 the next three times his shot comes up, 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. When performed as a Limit break, Enrage 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 and to the target, it appears that the creature is physically present. To all others it is nonexistent, tough they can see the effects it has on you two.

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 and at the GMs discretion might include stunts. . However, the phantasmal creature has Advantage against all interactions against those who cannot see it. 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, unless it is already 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. You must repeat this summoning on each succeeding round, or the phantasmal summon disappears.

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.

Summon Champion

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 Folk on other planes of existence. As little is generally known about the Folk of other planes, it is very hard to find the required True Name. It is possible to blindly summon a champion from another plane using a Power Experiment. This often results in youthful potentials that then have to learn how to perform the needed role. Summoning Pact provides another way to use Summon Champion.