Summon Gifts (Action Powers)

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Alpha Beast

Finisher

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

Assume Identity

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures abilities and statistics in place of your own, with one exception; you still use your own Impress skill to keep your shape-changed self under control.

It takes an Impress roll against the creature's Dodge or Impress to assume the creature's form. You do not have access to the imitated creatures memories, and if the creature assumes control it suffers from Amnesia and only has confused memory-images to go on, both from your memories and from the form it has.

Each round in which you remain shape-changed, you need to use this power and roll your Impress 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 15 minutes, but any failed roll means you lose control of the creature.

When you lose control of your shape, it will act as that creature normally would. Because of its incomplete memories, the creature is usually confused and afraid in this situation. This generally means it either attacks or runs away, depending on the situation. You can try to regain control at the end of the scene, and after one day has elapsed. If both these rolls fail, you have to find someone to help you out of your predicament; your shape-changed form will sometimes look for such help from half-remembered friends of yours. Other times, the creature instead seeks out companionship and help appropriate to its current shape.

As long as you remain in control, you can resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you take, that is a Charm stunt.

Corruption

Finisher

Infect your victims with your own supernatural essence: if this taint is left unchecked they become supernatural creatures as well. This is a particularly nasty Curse. A victim of corruption turns into a monster after the passing of three mid-nights. Once the three mid-nights have passed, the victim is reborn as a creature of your Creature Type. An unnamed creature becomes a typical creature of this type; a named creature is rebuilt with the same point total, using you as a model. You learn the victim's True Name once they become fully corrupted. A variant of the power does not take three nights but is based on some other criteria, such as the rise of the full moon. Rare variant of this causes corruption in unnamed creatures by the end of the round, but this costs two schtick picks and is not recommended for player characters.

Debt of Service

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.

You can use this against any creature you have met.

Foul Trail

Stance

When you move, you leave a trail of foul slime in your wake. This works in any medium you can move normally in - usually land but potentially air, water and other environments as well. A living, breathing creature in the cloud who spent any time during his current action in trail must make an opposed Impress check with you; on a failure he cannot act. Characters in the trail can move even if the roll fails. The trail lasts for a scene unless dispelled or dispersed by wind or flowing water.

Lethal Impression

Trigger Action

Select one power that you know. Whenever you first come within Mind meters of a creature, you may use this power on them as a trigger action. There is generally some method targets can use to make themselves immune to this effect.

Examples of this is the nauseating stench of the a ghast avoided with a filter mask or the gaze of the medusa avoided by looking in a mirror.

Omega Curse

Finisher

The targets gains one or more of your Limitations or the limitation part of one of your Methods. This is a Curse. If the effect lasts past the end of the story, the character should take any Limitations and Methods the normal way.

Power Collision

Trigger Action (Defense)

When an enemy hits you with an attack that is power you can counter with this ability to create a power collision; a gathering of power between you that is released in an explosion that might hurt either or both of you. This can only be used against powers; it does not work against attacks that are not powers. The opponent's attack is negated. Instead, you both take damage equal to the opponent's Mind, soaked by Body, whether the attack roll is a success or not. Add the Outcome of the attacker's roll to the damage you take and subtract the Outcome of the attack from the damage your opponent takes. Remember that subtracting a negative number adds to the result. The opponent inflicts the same type damage as the attack you countered. You must decide on a Melee or Shoot power to use with Power Collision and that power determines the damage type you inflict. If you lack such a power, you deal the same type of damage your opponent does.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Ward Breaker

Inherent

You are extraordinarily resistant to Summon powers, and add +5 to your Impress skill to resist them.