Move Space (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
The difficulty depends on mass and cover, and the check is modified by range. For mass, read on weight of the load on the Body and Mass table. If you teleport the cargo to a bound Teleport Circle ignore range and cover. If you have this power and use another Teleports power to teleport yourself, you can bring cargo along when you do.
You can either compress or stretch space. The effect can be lasting, but only affects a rather small area or a certain path between two places. It is generally wise to remove such an effect when no longer needed, as it can cause all kinds of problems.
When you compress space, you make travel times shorter without actually changing speed. Instead you make the distance to be traveled shorter. This change applies to anyone traveling that same road at the same time, so it can potentially affect a large number of travelers in a caravan. Add your Mind to the Move of those using the compressed space. In combat, this effect lasts for a scene and affects a number of creatures equal to your Reflexes.
When you stretch distance in an area, you make any path traced through this area longer. You affect a real-world area with a diameter up to your Ride skill. All distances in this area is multiplied by your Mind, making ranges longer and movement slower. The actual size of objects, creatures, and terrain features is not affected, only distances to be crossed.
This power can also be used to make places that are larger on the inside than on the outside, multiplying the available area inside a building by your Mind. This is mostly used on tents or buildings, but can also work on natural caves and similar enclosed spaces as long as the total (original) area is no larger than your Ride in meters along any one dimension.
You can create a limited teleportation portal at any spot you like - the range is unlimited but you must know the spatial coordinates. This portal only transmits sensory input, but does not allow anyone to step through or affect the world on the other side in any way. You can use all your senses this way, and sensory powers as well. You can speak trough the remote sensory point, but you cannot move it. You cannot use this to help a teleport.
You can scry on those at the chosen position. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.
This allows you to Teleport up to your Mind willing (or helpless) creatures to a safe area - the same as that of the Sanctum power. You do not need to know the Sanctum power, but this power is obviously less practical that using the Sanctum power itself to teleport yourself.
You can disappear, only to appear moments later in another location. You teleport on the same plane of existence, to a bound Teleport Circle or to an open space under the open sky whose location you are aware of, with no intelligent creatures within a hundred meters or so.
You set up a magical portal, trough which anyone can teleport. Choose two locations on the same plane of existence that you you have bound Teleport Circle; you must be at one of them when you use this power. A portal appears in each location, enabling travel in either direction. The portal lasts until you move more than Mind meters away.
Walk Trough Walls
Teleport to the other side of a wall you are touching. You need to make a Recon roll with a difficulty of 5 plus the thickness of the wall in meters plus the Armor Value of the wall material. You cannot pass through walls made of Force.
You cannot take any other movement as a part of this action, but it is possible to Sneak while doing it, using the same roll as the one to walk trough the wall. Sneaking like this always requires a roll if there are observers on either side.