Stormcall is a Talent unlocked through the Great Storms Codex. Stormcall is used to summon the power of a Great Storm to do all manner of interesting—often harmful—things. The exact form this takes depends on the Storm being called, but in general, the Stormcaller summons the energy of the Storm in question into being, paying an amount of mana points (MP), and then shapes it to his will. This could take the form of a cage of lighting, a hurled spike of frost, a ripple of force through the earth, or anything else of the kind. If the stormcalling is at least successful, the Stormcaller will generally receive MP back.
Particular uses of Stormcall require unlocking additional Xtras from the Great Storms Codex, granting access to one or more Storms.
Special:
Stormcall is only used for psionic actions (Refer to Great Storms Codex for details).
Stormcall requires that you have access to at least one Storm in order to use it.
If you don’t have a rank of at least Average (+1) in Stormcall, you don’t have the talent and can’t use it.
Overcome: Stormcalling tends to be a bit crude for all but the most direct of overcome actions, such as knocking something down or burning something up. But it definitely excels at that.
Create an Advantage: The creation of advantages is a common effect of stormcalling—perhaps summoning up walls of fire or opening up pits in the floor. The more tangible storms—Earthquake and Glacier—tend to be strongest at this sort of effect, as their efforts tend to be more durable.
Most effects can be treated as a normal roll to create an advantage, using an aspect on the scene to reflect that advantage, but there are some special cases. Specifically, stormcalling can be used to create a barrier of the appropriate element. In this case, the caller picks two zones and makes a check against a difficulty of Moderate (+0). The result of the roll indicates the difficulty to bypass the created barrier aspect.
Other Create Advantage effects depend on the specific Storm invoked.
Attack: All the Storms are good at this. As a rule of thumb, you can make a melee attack at no penalty or a range attack for a -1 penalty per zone of distance. These are normal attacks but may have additional effects based on the Storm used.
Defend: Storms may also be used to defend against attacks—parrying with weapons of ice or throwing up a momentary wall of water to intercept a blow. Specifics depend on the Storm used.
Example Stunts:
Storm Summoning. Storm Summoning is rather involved in its rules and what it enables the Stormcaller to do. But in short, it enables the Stormcaller to summon forth elemental beings naturally residing within the Great Storms themselves. Storm summoning is a slow practice, demanding the creation of a summoning circle and the use of appropriate sacrifices to gain the services of one of these creatures. All uses of Stormcall for storm summoning are limited to the beings native to one of the specific Great Storms that the Stormcaller has access to via their qualifying aspects. When storm summoning, you forfeit any refund of MP you would otherwise receive from succeeding on a Stormcall roll. Furthermore, you use the Stormcall talent a bit differently than you would normally:
Overcome
Stormcall can be used as a knowledge skill related to the creatures of the Great Storm. It can also be used to renew the bond of an already summoned storm elemental without the time and effort spent on the initial summoning. This simply requires an overcome roll against the rating of the creature as outlined in the Storm Elemental Summary table.
Fail: The creature is immediately released, and will flee or fight, depending on the situation and how it was treated. (A Stormcaller can also dismiss a bound elemental at will, so long as it is within his presence.)
Tie: The bond is not renewed and will expire normally.
Succeed: The bond is renewed for a week.
Succeed With Style: The bond is renewed for a month.
Create Advantage
Summoning a storm elemental is a specific sort of advantage creation. Doing so requires a summoning circle and an amount and type of sacrifice based on the being to be summoned. For a Wisp, a handful of interesting material will suffice, but an Attendant will be much more demanding. Roll against a difficulty based on the type of creature being summoned—refer to their descriptions.
Fail: The creature is summoned, but immediately breaks free. Wisps and Drudges tend to run for it—causing problems elsewhere—while Servitors and Attendants may turn on the Stormcaller if they sense an opportunity.
Tie: The storm elemental appears but will only perform a single service taking less than a night.
Succeed: The storm elemental appears and is bound to your service for a week.
Succeed With Style: The storm elemental appears and is bound for a month.
Attack
Stormcall may be used as an attack against summoned creatures, with hits serving as progress towards banishment.
Defend
Stormcall may be used to defend against attacks by summoned creatures. This defense may be enhanced by staying within a circle, with the value ranging from +1 for a hastily drawn circle of dirt or salt to +4 for a mathematically perfect circle of precious metal covered in ancient runes of power.