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

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m (→‎Slow: Basic Action or Finisher)
m (Time Cell)
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This power only works on [[Time Elementals (Action Creatures) | Time Elementals]].
 
This power only works on [[Time Elementals (Action Creatures) | Time Elementals]].
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=== Time Cell ===
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Limit Break
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''This effect is mostly for non-player characters to use on players. GMs are encouraged use this as a plot device; players can use it at the GMs whim, but it is generally much less interesting for them.''
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You wrest your target out of the time stream with a successful opposed [Impress (Action)|Impress]] roll. He now exists in a pocket of time, a bubble with a diameter equal to your Magic in meters. He stays there until some set event causes the Time Cell to collapse, whereupon he is restored to his original position in time.
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Time Cells are not very stable, their existence are tied up to specific events or objects. You can prepare the cell in advance, putting a creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other appropriate means, the cell collapses and the target returns to the normal time stream.
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If you use this power again, you can choose to create a new time cell, or put the target in an already existing cell. If two or more people are into the cell, it lasts until all living people in the cell agree to depart.
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The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then force your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. In general, it takes an opposed skill check against whatever skill you used to create the trick to open a time cell; each failed roll indicates an hour is lost or that the victim takes a hit (depending on how the trap is built). A time cell can also be dispelled as a [[Curse (Action)|Curse]].
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A time cell can also be used as a retreat for study, healing and other activities you don't want interrupted. Characters in a time cell do not need to eat or drink and never run out of air. Time passes at the same rate inside and outside the cell.

Revision as of 12:35, 1 February 2014

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Templates for Action

Bind Time Elemental

Finisher

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

This power only works on Time Elementals.

Slow

Basic Action or Finisher

Make an opposed Impress roll, on a success the target's Reflexes suffers a penalty of -1 until the end of the scene. This can be increased by various factors.

  • If the attack scores an Outcome matching the target's Reflexes, the penalty is increased by two.
  • If performed as a Finisher, the penalty is increased by two and the effect is a Curse - including any previous Slow results.

The target also loses as many shots as the penalty, with a minimum of three shots lost.

Summon Time Elemental

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 Time Elementals.

Time Cell

Limit Break

This effect is mostly for non-player characters to use on players. GMs are encouraged use this as a plot device; players can use it at the GMs whim, but it is generally much less interesting for them.

You wrest your target out of the time stream with a successful opposed [Impress (Action)|Impress]] roll. He now exists in a pocket of time, a bubble with a diameter equal to your Magic in meters. He stays there until some set event causes the Time Cell to collapse, whereupon he is restored to his original position in time.

Time Cells are not very stable, their existence are tied up to specific events or objects. You can prepare the cell in advance, putting a creature, maze, trap or similar inconvenience in the Time Cell. When this obstacle has been overcome, by force, guile or other appropriate means, the cell collapses and the target returns to the normal time stream.

If you use this power again, you can choose to create a new time cell, or put the target in an already existing cell. If two or more people are into the cell, it lasts until all living people in the cell agree to depart.

The most common combat use of this effect is to place a monster or deathtrap in the time cell beforehand, then force your opponents into it. For players, this might be played out, but for NPCs it's usually made as an abstract roll. In general, it takes an opposed skill check against whatever skill you used to create the trick to open a time cell; each failed roll indicates an hour is lost or that the victim takes a hit (depending on how the trap is built). A time cell can also be dispelled as a Curse.

A time cell can also be used as a retreat for study, healing and other activities you don't want interrupted. Characters in a time cell do not need to eat or drink and never run out of air. Time passes at the same rate inside and outside the cell.