Summon Death (Action Powers)
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- Main article: Powers (Action)
Awaken the Dead
Limit Break
You can resurrect the dead as Undead monstrosities. Depending on the condition of the corpse, it might be a bare-bones skeleton or just a pale version of itself while alive. The creature must have been truly alive at one point, which means it should have been an Animal or Folk at one time. The creature must be willing to be resurrected, and they know who you are and what your supernatural allegiances are before deciding. Most dead folk are content to be dead, only the ambitious would consider resurrection unless a former tie calls them back.
The creature gains the Undead type and the xx, xx, and xx powers using the Gifts Origin. It is otherwise the same as it was while it was alive.
Command Undead
Basic Action
You can control an undead creature (or group of unnamed creatures) whose True Name you know with an Impress roll against the creature's Dodge or Impress, in order to control 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 15 minutes, but any failed roll means you lose control of the creature.
Death of the Senses
Limit Break, Finisher
With an opposed Impress roll you dull the targets senses to the point of non-functionality; sight becomes a blur, hearing faint, taste and smell stagnant, and touch painful. The target becomes unable to perceive anyone beyond Mind meters and even inside this area, targets have concealment enough to Sneak. When stuck by this power, all enemies become hidden from the target, and anyone out of the sensory area becomes hidden while the power is active.
While under Death of the Senses, targets visible to friends are not automatically spotted by the victim; it takes a successful Scan from the victim or that an opponent acts against the victim to make them visible.
Lasts for a scene. If the initial roll scored an Outcome matching the target's Reflexes the effect lasts for the session or until dispelled. It can also be used as a Finisher, in which case it is a Curse.
Death Curse
Trigger Action
When you suffer a Mortal Wound you can make an opposed Impress check against your slayer if you sense them or know their name. If successful, you can apply any Finisher you know to them.
Frailty
Basic Action, Limit Break, or Finisher
Make an opposed Impress, on a success the target's Body suffers a penalty of -1 until the end of the scene. This can be increased by various factors:
- If performed as a Limit Break, the penalty is increased by two.
- If the attack scores an Outcome matching the target's Body, 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 Frailty from this scene.
Paralyze
Basic Action
Make an opposed Impress roll to to paralyze an opponent. On a success the target is paralyzed on his next basic action. On an Outcome matching the target's Body he is paralyzed on his next three actions. Paralysis can carry over from round to round. A paralyzed target cannot take any action until the paralysis wears off. This prevent Trigger Actions, but Stances continue to work.
Possession
Finisher
You take over the target's body. He becomes a passenger in his own body, barely even aware of what happens. You take on the body and appearance of the target. Initially, use the physical attributes Body and Reflexes of the host body, but these attributes revert to your usual values if the possession continues at the end of the story. The basic appearance (modified by attribute changes), gender, and age of the host remains. If you have Soul Bind or Soul Transfer you can include the use of either of those as a part of a single Finisher.
Soul Bind
Finisher
Binds the soul of the target to you - either directly to your own soul or to a specially prepared receptacle. A creature whose soul has been bound like this cannot be resurrected, communed with, turned into an undead, or otherwise interacted with. If the target was alive when soul bound, the body remains alive but is inanimate and needs to be cared for or it will die of hunger and thirst. Such an empty body is also extremely vulnerable to possession. The bound soul can be traded, communicated with, or used to possess a soulless body.
Breaking the receptacle or dispelling the power frees the soul. If the creature's body is still alive, the soul goes back there. Otherwise it merely dies.
Summon Undead
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 Undead.
Terror
Basic Action
Make an opposed Impress roll to cause terror in each enemy in a diameter equal to your Mind. On a success the target is terrorized on his next basic action. On an Outcome matching the target's Mind he is terrorized for the rest of the round.
A terrorized target who can see you must back as far away from you as possible, using his Move before taking each basic action, spending the movement portion of the basic action to do so. He cannot move closer to you under his own volition. He can otherwise act normally.