Summon Time (Action Powers)
Template:Action Power Templates
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 (before all modifications), 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.
Alter Age
Finisher
You alter a living target's age, making them older or younger without changing who they are. The GM decides which of the following age categories the target is. You subtract the modifiers given for that age from the target's age, then you add the modifiers for the age you make the target assume. If a certain age has a negative modifier, you do not lose that modifier when you change out of the category, but you gain the penalty when you change into that category. Certain ages also have disadvantages gained when you make someone into that age category.
Child Body -2, Kid limitation.
Youth Reflexes +2
Adult Body +2
Elderly Mind +2
Ancient Mind +2, Reflexes -2, Body -2, Elderly limitation.
People will generally not recognize someone whop has had his age altered, a Charm check against your Impress is needed to either see through the change for the target to convince someone who they are. Family and close friends get a hefty bonus on these checks. This is a Curse, but you can give it a fixed duration if desired.
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 Prison
Finisher
You wrest your target out of the time stream. This is a Curse. He now exists in a prison where no time passes. When freed, he returns at the same spot and in exactly the same condition he was in when he was imprisoned.
Time Trial
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 roll. He now exists in a pocket of time, a bubble with a diameter equal to your Mind in meters. He stays there until some set event causes the Time Cell to collapse, whereupon he is restored to the time stream.
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 conscious creatures in the cell agree to depart together.
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 one round of time is lost and the victim takes a hit. Out of an action scene, each roll instead takes an hour, but there is no Hit.
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.