Action!/Schtick/Sorcery/Summoning
Creation[edit | edit source]
You can create geometric forms or items by rolling a Sorcery+Power roll.
The neat trick about this schtick is its versatility. They only last a Sequence unless you pay a Power when creating them, though.
Your Power sets the weight limit of the Object (And also its Toughness). Items don't have Shockpoints. You get to create items in one material per Creation Schtick.
You get to form one form of shapes at start, with each new cathegory costing a booster schtick. You also get a booster schtick.
Wall[edit | edit source]
Wall may be Sorcery-height meters long (you may roll this if you wish).
Wounds are based on a segment of the wall that is 1 meter x 3 meters x 4 in. (4 in is the standard brick size).
Examples:
Wooden wall = Toughness 6.
Brick wall = Toughness 16.
Stone wall = Toughness 17.
Force wall = Toughness [Power+5], Fragile. Difficulty [Power + 10]
Fire wall = Damage [Power], no weight. Passable.
Water wall = Immune to Normal Weapons. Cannot be destroyed. Passable.
Wind Wall = Impenetrable for Ranged Weapons, Cannot be destroyed. Easily Passable. Transparent. Difficulty 10
Iron Wall = Toughness 25, 20 Wounds per segment.
Gold Wall = Toughness 17(-10 for very soft material) , 22 Wounds per segment. Difficulty 32
Maximum Difficulty (Base Toughness+10) of a Wall is equal to caster's [Sorcery + Power] + (Caster's [Power]/extra Power point).
Booster Schticks / Flaws[edit | edit source]
Fragile[edit | edit source]
Rebate 2
Destroyed on first Wound. Min Toughness 4.
Weak[edit | edit source]
Rebate 1
Half the normal Number of Wounds.
Cannot be destroyed[edit | edit source]
Requires Passable or Easily Passable. Cannot be destroyed.
Passable[edit | edit source]
Rebate 1
May be passed through as an Action.
Easily Passable[edit | edit source]
Rebate 2
May be passed through as part of a Move.
Soft[edit | edit source]
Rebate 1
Lower Toughness by 10.
Extra Tough[edit | edit source]
Wall gets Toughness +5.
Immune to Normal Weapons[edit | edit source]
Immune to Ranged Combat[edit | edit source]
Immune to Close Combat[edit | edit source]
No Toughness[edit | edit source]
Mobile[edit | edit source]
Creation moves with caster, but cannot move other objects.
Push comes to Shove[edit | edit source]
Requires Mobile. May be used to push other objects with a Strength of [Power].
Transparent[edit | edit source]
Damage[edit | edit source]
Instead of Toughness the Wall does Damage. Must be Passable or Easily Passable.
Disc[edit | edit source]
Sorcery r = sqrt (Sorcery)
Sphere[edit | edit source]
Costs 10 points to learn
Sphere radius = Sorcery
+1 Power = double the radius.
Toughness is halved.
Cylinder[edit | edit source]
Item[edit | edit source]
Armor[edit | edit source]
Weapon[edit | edit source]
Large-Scale Creations[edit | edit source]
For a Power point, you may push the Weight Limit of an item up to Sorcery+Power.
Intricate Creations[edit | edit source]
Defense[edit | edit source]
You now receive a Passive Defense against everything equal to your Sorcery. With a Power point you may add Power to your Toughness as long as you perform an Active Defense with your Defense Schtick.
Booster Schticks[edit | edit source]
Magical Training[edit | edit source]
8 points
A point of Power provides an extra d10 Defense against Sorcery attack.
Forcefield[edit | edit source]
1 points
A point of Power provides an extra d10 Defense against any type of attack.
Defense Shield[edit | edit source]
Active Defense, Power: Active Defense is equal to AV + 10. This may be exchanged for the normal Power point Effect.
Mana Shield[edit | edit source]
You may use Power Points as Wounds.
Damage Shield[edit | edit source]
You may cause Power+0 damage to anyone who attacks you in close combat.
Progression: Damage (Progression 5).
Armor Shield[edit | edit source]
Instead of Defense providing Passive Defense against all attacks, you may add your Power to your Toughness. You may switch between the two modes with an Action. You get both at a cost of a Power Point. You still get Passive Defense versus Sorcery.
Invulnerability[edit | edit source]
At the cost of 1 point of Power per Sequence, you lower all incoming Damage values by Sorcery+Power.
Catch[edit | edit source]
Power, successful Active Defense against an Occult: Catch the Occult Effect and dissipate it harmlessly or bounce it in a random direction.
Release[edit | edit source]
Requires Catch
Successful Catch: You may throw or bounce the Catched Effect towards any target with Sorcery+Power vs the original Occult Effect's Defense. This may also cause a Stunt.
Healing[edit | edit source]
Roll Sorcery+Power vs 0. Heals EV Shock Points. For a Power Point, you may heal Wounds, with a Difficulty equal to the number of Wounds times 5 the sorcerer tries to heal, with the EV healing only the Wounds. Range is touch or close enough.
Option System (Action!)#Wound Seriousness: Only the largest Wound is healed.
Booster Schticks[edit | edit source]
Revitalizing heal[edit | edit source]
Also heals Shock points when healing wounds.
Skilled Healer[edit | edit source]
Lessen Difficulty per Wound by 1. May be bought 4 times.
Group Hug[edit | edit source]
May target one more ally per heal. Must pay all Power costs.
Healing Fountain[edit | edit source]
The Difficulty to heal Wounds is lowered by 5. Only one Wound is healed each Sequence, up to the full amount.
Rejuvenating heal[edit | edit source]
A Heal also provides one point of any Pool (except Wounds).
Buff heal[edit | edit source]
Provide target of a Wound Heal a basic Enhancement. Duration is 1 Sequence / Wound healed. The Enhancement may be boosted as normal.
Healing Gesture[edit | edit source]
Tier 2
Your heals now have a range of Power meters.
Healing Sign[edit | edit source]
Tier 2
Requires Healing Gesture
Your heals now have a LOS range.
Summoning[edit | edit source]
All Summoners gain the following benefits:
Passive Defense[edit | edit source]
Sorcery against Supernatural beings (Sorcery / Creature Powers).
Banish[edit | edit source]
Action: Banish a specific type of entities with a Sorcery+Power vs Occult+Soul. Multi-Action penalties apply for multiple targets. 5 EV is required to succeed in banishing the targets.You may prepare for [Supernatural being's Power] hours to gain a positive die.
Call[edit | edit source]
Choose an entity. You can now summon this at a cost of 1 Power. Range: Power meters.
Pay 1p per 5 p of the summoned object or entity. A standard character or a normal item are included in the Schtick.
Action, Power: Call a specific, Named, entity.
Action, Power: Call a group of Unnamed entities.
Action, Power: Call a specific, Named, entity.
100 Actions, any amount of Power points: Call a Named entity, or group of Unnamed entities, with a total of Power x 5/2 points. This must be done the first time. 0 points are included in the Schtick, beefier summons must be bought with points (1 point = 5 points summon). Maximum number of entities summoned at once is Power. You may prepare for [Supernatural being's Power] hours to gain a positive die.
Boosters and Flaws[edit | edit source]
Combat Summon[edit | edit source]
Rebate 0
Summon now doesn't cost Power, but only lasts 1 Sequence.
Extra duration[edit | edit source]
Combat Summon lasts 1 extra Sequence.
Power Summon[edit | edit source]
You may now pay multiple Power points to make several Calls simultaneously.
By the power[edit | edit source]
...of Teschio Grigio!
Rebate 1
It costs an extra Action to perform a Call.
Concentration[edit | edit source]
Rebate 3
Call must be maintained each Sequence with an Action, Shot or Power point.
You may choose 2 of the following:
Defend others[edit | edit source]
Cost: 1.
You may defend others with your Defense.
Blast Supernatural[edit | edit source]
Cost: 1 point.
You may Blast Supernatural beings.
Ward against Supernatural[edit | edit source]
Cost: 1 point
Power, Action: You may defend an area against intrusion from Supernatural creatures (Sorcery+Power (Active Defense)).
This area may not be greater than Power meter radius. It lasts for a year and a day, and the maximum Centerpoint Range is Power x 3 meters.
You can choose to invert the area so as to create a prison instead.
Summoned Minions[edit | edit source]
Cost:variable (1 point provides 1 extra point for 5 minions) You get 1 point to build your 5 minions per point invested, starting with a normal character template. The minions may buy Creature Powers or Sorcery and have a maximum Attribute of 10.
Followers[edit | edit source]
Cost: 1 point
The minions now have a maximum Attribute of your Sorcery.
Cultists[edit | edit source]
Cost: 1 point
The minions can now buy both Creature Powers and Sorcery.
Summoned Ally[edit | edit source]
Cost: variable (1 points provides 5 points).
You get 5 points to build your Ally per point invested, starting with a normal character template. The Ally may buy Creature Powers or Sorcery and has a maximum Attribute equal to your Sorcery.
Powerful[edit | edit source]
Cost: 1 points
The Ally now has a maximum Attribute of your Sorcery+Power.
Knowledgeable[edit | edit source]
Cost: 1 points
The Ally can now buy both Creature Powers and Sorcery.
Summoning[edit | edit source]
All Summoners gain the following benefits:
Passive Defense[edit | edit source]
Sorcery against Supernatural beings (Sorcery / Creature Powers).
Banish[edit | edit source]
Action: Banish a specific type of entities with a Sorcery+Power vs Occult+Soul. Multi-Action penalties apply for multiple targets. 5 EV is required to succeed in banishing the targets.You may prepare for [Supernatural being's Power] hours to gain a positive die.
Call[edit | edit source]
Choose an entity. You can now summon this at a cost of 1 Power. Range: Power meters.
Pay 1p per 5 p of the summoned object or entity. A standard character or a normal item are included in the Schtick.
Action, Power: Call a specific, Named, entity.
Action, Power: Call a group of Unnamed entities.
Action, Power: Call a specific, Named, entity.
100 Actions, any amount of Power points: Call a Named entity, or group of Unnamed entities, with a total of Power x 5/2 points. This must be done the first time. 0 points are included in the Schtick, beefier summons must be bought with points (1 point = 5 points summon). Maximum number of entities summoned at once is Power. You may prepare for [Supernatural being's Power] hours to gain a positive die.
Boosters and Flaws[edit | edit source]
Combat Summon[edit | edit source]
Rebate 0
Summon now doesn't cost Power, but only lasts 1 Sequence.
Extra duration[edit | edit source]
Combat Summon lasts 1 extra Sequence.
Power Summon[edit | edit source]
You may now pay multiple Power points to make several Calls simultaneously.
By the power[edit | edit source]
...of Teschio Grigio!
Rebate 1
It costs an extra Action to perform a Call.
Concentration[edit | edit source]
Rebate 3
Call must be maintained each Sequence with an Action, Shot or Power point.
You may choose 2 of the following:
Defend others[edit | edit source]
Cost: 1.
You may defend others with your Defense.
Blast Supernatural[edit | edit source]
Cost: 1 point.
You may Blast Supernatural beings.
Ward against Supernatural[edit | edit source]
Cost: 1 point
Power, Action: You may defend an area against intrusion from Supernatural creatures (Sorcery+Power (Active Defense)).
This area may not be greater than Power meter radius. It lasts for a year and a day, and the maximum Centerpoint Range is Power x 3 meters.
You can choose to invert the area so as to create a prison instead.
Summoned Minions[edit | edit source]
Cost:variable (1 point provides 1 extra point for 5 minions) You get 1 point to build your 5 minions per point invested, starting with a normal character template. The minions may buy Creature Powers or Sorcery and have a maximum Attribute of 10.
Followers[edit | edit source]
Cost: 1 point
The minions now have a maximum Attribute of your Sorcery.
Cultists[edit | edit source]
Cost: 1 point
The minions can now buy both Creature Powers and Sorcery.
Summoned Ally[edit | edit source]
Cost: variable (1 points provides 5 points).
You get 5 points to build your Ally per point invested, starting with a normal character template. The Ally may buy Creature Powers or Sorcery and has a maximum Attribute equal to your Sorcery.
Powerful[edit | edit source]
Cost: 1 points
The Ally now has a maximum Attribute of your Sorcery+Power.
Knowledgeable[edit | edit source]
Cost: 1 points
The Ally can now buy both Creature Powers and Sorcery.