Move Force (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
You create a disk of force that floats under your command and can carry passengers or cargo. The disc has a Body equal to your Ride skill, Move equal to yours and carries things like a creature of its Body. It is a flat or hourglass-shaped surface whose exact form you can control as long as its no more than 2 meters in diameter. If you sit on the disc it works like an open vehicle, if you move independently it trails after you. You can remote control its movement as a basic action, but it never moves more than Mind meters away from you. You can dismiss it as a basic action, and it disappears if you create a new one.
You create a force field around a creature whose Body does not exceed your Ride. This field conserves the environment around the creature, maintaining ambient temperature, pressure, radiation, humidity and other environmental factors conductive to survival. The field negates any problems with buoyancy and is similarly non-hampering in other environments. The field does not protect against damage, interaction, or attacks of any kind, but neither is it damaged by such things. The survival sphere lasts for a scene and can be renewed.
You can move objects and creatures slowly, even very heavy objects. The difficulty of moving an object depends on its mass, which depends on its Body. This assumes the object is inanimate or cooperates, grabbing a resisting body requires an outcome matching its Dodge. You move the object at a Move equal to your Mind. A resisting creature so moved loses a shot resisting.
If you do not spend an action maintaining Telekinesis, the object stays suspended, hovering in place until the end of the round when it moves down gently your Mind meters and then falls if it is still suspended.
This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.
You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.