Summon Air (Action Powers)

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Foul Air

Basic Action

You foul the air in a diameter equal to your Mind. The cloud is impenetrable to most senses, giving a penalty of -1 on Shoot and perception checks per meter of foul air in between. A living, breathing creature in the cloud who spent any time during his current action in the cloud must make an opposed Impress check with you; on a failure he cannot act. Characters in the cloud can move even if the roll fails. The cloud lasts for a scene unless dispelled or dispersed by strong wind.

Magnificent Entrance

Basic Action

As your first action in a scene, you can do either a First Impression or Scare stunt that affects everyone who can see and hear you.

Pushing Winds


When you succeed at a stunt, schtick or an Air Power using Impress, Maneuver, Melee, or Shoot you have the option to use this power to move targets you succeeded against 2 meters away from you. Targets can choose to lose one shot instead. Those with Body greater than your Impress are immune. This also causes loose objects, dust and sand to fly about. Pushing Winds does not stack with any movement or shot loss the stunt or power already has - use the longer movement and higher shot loss.

Summon Air 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 Air Elementals.


Limit Break

You deny the target air or fills its lungs with foul vapors, making it unable to breathe with an opposed Impress roll against the target's Impress.

Each time a suffocating target tries to take an action, it must make an opposed Impress or Ride check against you, or the action fails. The target is still allowed to move even on a failed roll, but the foul air moves with it. If the targets opposed roll fails by a margin equal to the target's Body, it takes one Hit. If the roll succeeds by a margin equal to your Mind, or you suffer a Setback, the power is negated. It otherwise lasts for a scene.

A creature that does not breathe is immune to this power, but machines powered by combustion can be affected.