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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
<noinclude>{{Action Power Templates}}</noinclude>
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=== Dimensional Anchor ===
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Basic Action
  
===Bind Aberration ===
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Make an opposed [[Impress (Action)|Impress]] roll to prevent the target from using [[Teleport (Action)|teleport]] powers for the rest of the scene.
{{Bind (Action Powers)}}
 
  
This power only works on [[Aberrations (Action) | Aberrations]].
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=== Planar Prison ===
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Basic Action or Finisher
  
=== Dimensional Anchor ===
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You try to send the target into a planar prison, a small plane that holds only the creatures you affected by this power.
Basic Action
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Make an opposed [[Impress (Action)|Impress]] check.
 
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On a success, the target loses 3 shots to resist imprisonment.
Make an opposed [[Impress (Action)|Impress]] roll to prevent the target from using [[Teleport (Action)|teleport]] powers for the rest of the scene.  
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On an Outcome matching the target's [[Reflexes (Action)|Reflexes]], it is sent to the planar prison.
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While there, it can try to find a way out. As a Basic Action it can make a [[Ride (Action)|Ride]] check against your [[Impress (Action)|Impress]] to return to where it was.
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It can also use any planar travel abilities it has to exit the prison, but once it does so it loses the option to return outlined here.
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You can spend a Basic Action to communicate with an imprisoned creature, which can include any Basic Action covered by the [[Charm (Action)|Charm]] or [[Impress (Action)|Impress]] skills.
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If you use this as a Finisher, the target is unable to free themselves and must be freed by an outside agent.
  
 
=== Plane Shift ===
 
=== Plane Shift ===
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You [[Teleport (Action)|teleport]] to a location on another plane where you have a bound [[Space_(Action_Powers_Form)#Teleport_Circle|Teleport Circle]]. If you lack such a bound circle, you can teleport to a plane you can identify uniquely. Planes of existence have unique identifiers such as runes, harmonic notes, hyper-spatial coordinates, IP addresses, or serial numbers. If you teleport to a plane known this way, you arrive at a random spot of open terrain, generally within 1d6 days travel of your true destination.
 
You [[Teleport (Action)|teleport]] to a location on another plane where you have a bound [[Space_(Action_Powers_Form)#Teleport_Circle|Teleport Circle]]. If you lack such a bound circle, you can teleport to a plane you can identify uniquely. Planes of existence have unique identifiers such as runes, harmonic notes, hyper-spatial coordinates, IP addresses, or serial numbers. If you teleport to a plane known this way, you arrive at a random spot of open terrain, generally within 1d6 days travel of your true destination.
  
=== Sanctum ===
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=== Summoning Pact ===
Basic Action
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Finisher
  
This allows you to [[Teleport (Action)|Teleport]] yourself to or from a safe area, your Sanctum. The real-world opening of the Sanctum is always at your physical location, unless you are inside it, in which case it is at your last location in the physical world.
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You bind with the target with a pact that allows you to summon it even if it is on the same plane you are.
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This is a [[Curse (Action)|Curse]].
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When summoned, the creature is teleported to your location and arrives fully prepared and equipped, even if it was not so in the location it came from.  
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The creature and all gear reappears where it originally was when the summoning ends.
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You can order the creature to fight for you, but you cannot order it to betray friends or divulge secrets.
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If the creature suffers a [[Damage_(Action)#Damage_Setbacks|Damage Setback]] it immediately returns with zero remaining [[Hit (Action)|Hits]] but otherwise unharmed. This might break the [[Curse (Action)|Curse]] depending on story needs.
  
The Sanctum is a private extra-dimensional space. Each time you use this power, you end up in the same space. The space has a diameter equal to your [[Mind (Action)|Mind]] and you control its shape and appearance, furnishing it as you see fit. The sanctum provides ample food and drink for all creatures within. It is considered its own dimension which makes other kinds of [[Teleport (Action)|teleportation]] difficult. [[Space_(Action_Powers_Form)#Teleport_Circle|Teleport Circles]] cannot exist in the Sanctum.
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=== Teleport Pull ===
 
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Basic Action
It is possible for others to enter and exit on their own, but the entrance is hard to find from the outside; even when looking in the right spot it still takes a [[Detect_(Action_Powers_Technique)#Search|Search]] stunt against your [[Impress (Action)|Impress]] to find it, and only the finder can enter. Anyone inside that is not restrained can leave the Sanctum as a Basic Action. When you are inside, you can evict a creature as a Basic Action with an opposed [[Impress (Action)|Impress]] roll.
 
 
 
You can store things in the Sanctum, but finding something in the Sanctum is always at least a Basic action - in addition tot he time it takes to teleport in and out. Using this as a large auxiliary cargo space is discouraged - it can make the Sanctum's entrance easier to find and marks you as someone very much worth robbing.
 
  
===Summon Aberration ===
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Succeed at an opposed [[Impress (Action)|Impress]] against the target to [[Teleport (Action)|Teleport]] it to a location within a number of meters of you equal to your [[Impress (Action)|Impress]] check you where he can stand safely. You can choose to exchange places with the creature. You can use this power against friends under suitable circumstances. You can also use this to fetch objects you are strong enough to carry, but against objects carried on a creature this works like a [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]] stunt using your [[Impress (Action)|Impress]] skill, and even unattended objects near a creature can be defended using the [[Dodge_(Action_Powers)#Interpose|Interpose]] stunt.
{{Template:Summon (Action Powers)}}
 
  
This power only works on [[Aberrations (Action) | Aberrations ]].
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You can also do this over any distance (ignoring range and concealment) against a creature whose [[True Name (Action)|True Name]] you know.

Latest revision as of 13:21, 22 October 2021

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Templates for Action
Main article: Powers (Action)

Dimensional Anchor

Basic Action

Make an opposed Impress roll to prevent the target from using teleport powers for the rest of the scene.

Planar Prison

Basic Action or Finisher

You try to send the target into a planar prison, a small plane that holds only the creatures you affected by this power. Make an opposed Impress check. On a success, the target loses 3 shots to resist imprisonment. On an Outcome matching the target's Reflexes, it is sent to the planar prison. While there, it can try to find a way out. As a Basic Action it can make a Ride check against your Impress to return to where it was. It can also use any planar travel abilities it has to exit the prison, but once it does so it loses the option to return outlined here. You can spend a Basic Action to communicate with an imprisoned creature, which can include any Basic Action covered by the Charm or Impress skills. If you use this as a Finisher, the target is unable to free themselves and must be freed by an outside agent.

Plane Shift

Limit Break

You teleport to a location on another plane where you have a bound Teleport Circle. If you lack such a bound circle, you can teleport to a plane you can identify uniquely. Planes of existence have unique identifiers such as runes, harmonic notes, hyper-spatial coordinates, IP addresses, or serial numbers. If you teleport to a plane known this way, you arrive at a random spot of open terrain, generally within 1d6 days travel of your true destination.

Summoning Pact

Finisher

You bind with the target with a pact that allows you to summon it even if it is on the same plane you are. This is a Curse. When summoned, the creature is teleported to your location and arrives fully prepared and equipped, even if it was not so in the location it came from. The creature and all gear reappears where it originally was when the summoning ends. You can order the creature to fight for you, but you cannot order it to betray friends or divulge secrets. If the creature suffers a Damage Setback it immediately returns with zero remaining Hits but otherwise unharmed. This might break the Curse depending on story needs.

Teleport Pull

Basic Action

Succeed at an opposed Impress against the target to Teleport it to a location within a number of meters of you equal to your Impress check you where he can stand safely. You can choose to exchange places with the creature. You can use this power against friends under suitable circumstances. You can also use this to fetch objects you are strong enough to carry, but against objects carried on a creature this works like a Disarm stunt using your Impress skill, and even unattended objects near a creature can be defended using the Interpose stunt.

You can also do this over any distance (ignoring range and concealment) against a creature whose True Name you know.