Space (Action Powers Form)
|Heroic Action Role-Play|
Space governs the position of all things in this universe and others. It is a very ordered form, at odds with powers like Flux and Time that represent change. Yet space magic is used to break the barriers between worlds and shatter the very rules it seems to uphold. The signature power of Space is teleportation.
- Alternate Names: Correspondence, Gate, Teleport
- Skill : Ride
- Attribute : Reflexes
- Sense : Spatial awareness
- Mood : Exact, Patterned, Going with the flow
- Blast: Enervation
You know your exact movement as long as you can perceive your surroundings. You can teleport wallet-sized objects to and from a location within 10 cm of your body, but it is a stunt to do so accurately or unobtrusively. You magnify your vision to emulate a normal telescope or microscope.
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.
Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Aberrations.
Inherent or Stance
Attempts to use divination and mind-reading powers against you can lead to dire consequences. When a creature uses such a power to learn information about you or your mind, you can make an opposed Charm check against them. On a success, they fail to gain any useful information and are Confused until the end of the round (for the first round if this starts detailed time).
This can either be a stance or inherent power. If it is inherent, your mind is alien and your behavior is obviously odd unless you somehow disguise yourself as sane.
Touch a willing friend to create a spacial link to his location; you can now see and talk to this friend and use powers as if you had line of sight, ignoring all cover. You can also use Teleport powers to move this friend, or to move to the location where this friend is.
The range of Spatial Friends depends on your Charm skill. The power ends if you move out of range. You can have several spatial friends at once, up to your Mind in number. The power normally lasts until the end of a session, but the GM can judge that a mid-session break of a day or so breaks it.
Anyone who moves out of touch with the chain of hands breaks the effect.
Basic Action or Limit Break
You change size of an object, making it larger or smaller. The target can be a set of linked objects, like an outfit with accessories, a bag full of stuff. The difficulty is the Body of the object. This lasts for the rest of the scene or be a Curse when used as a Limit Break. You can set up a condition, such as an action or command word, that ends the resizing.
Changes will change the item's Body score. Check the Body and Mass for the Body of objects. You can change the target to a Body no higher than your Create, and you can modify the Body by up to your Create.
Using this on something carried or worn by another requires a Create stunt vs. their Dodge. The target can spend 3 shots to keep possession and prevent the resizing. On an Outcome matching the target's Reflexes you always resize the object and the holder cannot save it.
Restoring a shrunk object is not an action (it is considered the equivalent of drawing a weapon), and can be a part of a stunt, such as using Create to place a barrier or trap, or releasing a great gout of smoke or flame to Impress.
Instantly Teleports an outfit or set of armor you own onto your body from any distance. This can be from an extra-dimensional space if you have access to one. You can choose to have your current outfit trade places with the outfit you're calling or return it to its customary place in your wardrobe if your wardrobe is safe. An outfit can include accessories, gear and weapons as long as all of it can all be considered one kit.
If the object has been stolen from you, make a opposed Create check against the current owner to take it back. If it is currently being worn by someone else, the call fails. If this power ever fails, you are no longer considered the owner of that particular outfit until you recover it normally.
When the stance ends, you must decide whether to return the gear whence it came or keep it around. If you keep it, you cannot send it back later using this power.
This allows you to Teleport yourself to or from a safe extra-dimensional area, your Sanctum. The real-world opening of the Sanctum is always at your physical location, unless you are inside it, in which case it is at your last location in the physical world.
The Sanctum is a private extra-dimensional space. Each time you use this power, you end up in the same space. The space has a diameter equal to your Mind and you control its shape and appearance, furnishing it as you see fit. The sanctum provides ample food and drink for all creatures within. It is considered its own dimension which makes other kinds of teleportation difficult. Teleport Circles cannot exist in the Sanctum.
It is possible for others to enter and exit on their own, but the entrance is hard to find from the outside; even when looking in the right spot it still takes a Examine stunt against your Create to find it, and only the finder can enter. Anyone inside that is not restrained can leave the Sanctum as a Basic Action. When you are inside, you can evict a creature as a Basic Action with an opposed Create roll.
You can store things in the Sanctum, finding something in the Sanctum is always a Basic action - in addition to the time it takes to teleport in and out. Using this as a large auxiliary cargo space is discouraged - you have to be your own bearer, and it can make the Sanctum's entrance easier to find and marks you as someone very much worth robbing. Finally, something might slip out of a full Sanctum on a Setback.
You ward an area against teleportation, placing symbols that disrupt teleportation attempts. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleportee, making him loose all shots for this and the next round.
Teleport barrier covers a radius equal to your Create roll and lasts for a scene. If the anti-teleportation symbols are incorporated into the decor of a place, or even hidden into the walls, the Teleport Barrier lasts as long as the symbols remain.
You can create and use a Teleport Circle, a beacon that can be used as the target for long-range teleport powers.
A teleport circle must be tied to a clearly visible, odd-looking material object, and creating this object is not a part of this power - it is usually done using mundane Create techniques. The durability of the teleport circle depends on the materials used - a chalk circle is a lot easier to destroy than a circle of standing stones, but also much faster to set up.
A Teleport Circle lasts until you remove it or it is dispelled. You can only keep one Teleport Circle running at any one time and cannot create a new one if this would exceed your limit. You can learn this power several times; your limit on how many teleport circles you can maintain is the square of the number of points spent on this ability. Any teleport circles you were maintaining when you die become permanent, lasting until destroyed.
You can also bind yourself to an existing teleport circle, adding it to your repertoire of teleport destinations. You can trade teleport circle ties with others who know this power or find them in books. Such found circles do not count towards your limit.
Finally, you can use this power to teleport between two teleport circles you are bound to over any distance.
You lock a Teleport Circle, preventing its use to anyone who does not know the secret password you set or possess a gate key you created.
Alternatively, you can place a trap on the Teleport Circle. Select a Finisher you can use when you place a Teleport Trap. Anyone who does not know the secret password you set or possess a gate key you created suffers from the Finisher you selected when passing through the trapped portal. You cannot place a Teleport Trap if there is one there already. You can make the trap so that it only affects either those entering or those exiting. Note that it is actually possible to place a beneficial effect as a gate trap; for example a trap that turns those exiting an underwater gate to fish.
One gate can be both locked and trapped. Teleport Lock is a Curse on the Teleport Circle. Breaking the curse can either destroy the lock or give the curse-breaker a key to the lock. It is possible to bypass Teleport Lock using Breaking and Entering techniques, but not to remove it.
Trigger Action (Focus)
When you miss an opponent who used an Active Defense, or when you hit someone but fail to inflict damage, you can use this schtick to focus.
Trigger Action (Defense)
You set up a spatial defense field that redirects attacks targeted at you.
You gain a +3 bonus to Dodge. If you are hit by a Shoot attack while using this power, the attacker takes damage equal to your Reflexes minus his attack outcome. The damage is of the same type as his original attack.
You teleport to a location on another plane where you have a bound Teleport Circle. If you lack such a bound circle, you can teleport to a plane you can identify uniquely. Planes of existence have unique identifiers such as runes, harmonic notes, hyper-spatial coordinates, IP addresses, or serial numbers. If you teleport to a plane known this way, you arrive at a random spot of open terrain, generally within 1d6 days travel of your true destination.
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 15 minutes, but any failed roll means you lose control of the creature.
You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.
Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.
You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.
This power only works on Aberrations .
Succeed at an opposed Impress against the target to Teleport it to a location within a number of meters of you equal to your Impress check you where he can stand safely. You can choose to exchange places with the creature. You can use this power against friends under suitable circumstances. You can also use this to fetch objects you are strong enough to carry, but against objects carried on a creature this works like a Disarm stunt using your Impress skill, and even unattended objects near a creature can be defended using the Interpose stunt.
Dispel Space Disruption
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You have learned to overcome short distances, using powers and abilities that normally require touch at a distance in meters equal to your Know. You need to see the target clearly to use this power. You cannot physically touch anything this way, and this prevents the use of Reaching Touch for Melee attacks or stunts.
Basic Action or Limit Break
You create a trap. Anyone trying to teleport in or out of a point within a radius equal to your Know roll in meters must make an opposed Skill roll. If this roll fails, the teleport ends up in a a spot you designate within the area. Several adjacent teleport magnet can send those trapped to a single point in any of the areas.
The teleport trap lasts for a scene or until disarmed. If used as a Limit Break, the duration is a year and a day. You can set a password or key that bypasses the Teleport Magnet.
You can transpose the terrain of a different location far away over the area you are in now. This allows you to add terrain features (but not remove them), effectively overwriting the terrain in the current area with new, more extensive terrain. Open ground can have terrain features added, existing terrain can be smoothed over with earth but not removed. You can add brush, sharp stones, or other impediments to the area.
You cannot modify structures in the area, only terrain. You can add obstacles on top of structures, making them difficult ground.
The difficulty of this power is the highest Free Running difficulty in the area, and each use of the power affects an area with a diameter equal to your Mind. If this roll fails, you cannot reduce the Free Running or Terrain Driving in that spot and can increase it no higher than your Mind. You cannot try again until the current effect ends.
By placing spots of transposed terrain in a hexagonal patten with Mind meters between each hexagon, you can completely cover an area with repeated uses. The effect lasts for a scene.
You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).
You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.
You can only assume the form on an Aberration with this version of the power.
You change the target's size and the size of all their carried equipment. This can have a set duration of up to one day, or be a Curse. Sufficient changes will also change the Body score. You can change Body by as many points as your Mind, potentially reducing an ogre to the size of a small child and vice versa.
This can be used as a plot hook to place players in a miniature world - in such cases their attributes are usually not changed, instead the setting is altered to fit their new scale.
You can disappear, only to appear moments later in another location. You teleport to another location; roll for this as if it was a ranged attack against a Dodge of 5, with normal Range modifiers. Cover is very common when teleporting. When calculating Cover, teleportation treats anything infused with powers, living, ferrous, containing lead, or firmly anchored in the ground as hard cover - other obstructions are merely concealment.
On a failed roll, you either fail to teleport or suffer a Setback, as appropriate.
You can access a personal extra-dimensional space, useful for storage. It is a Basic Action to put something into or to take something out of this space. This is about as practical as a backpack; it can take time to find things in the holding space and it is possible for others to reach into this space to steal things just like they could from a pack. You must be capable of lifting the object to move it into or out of this space. Your lifting can be assisted, which usually increases the time required a lot. No creature can enter the space, only reach into it to access the things inside.
This stance can turn normal movement into teleportation. When you take a Basic Action, you can teleport some or all of the distance you'd normally move. Such movement is not an action; it is only the movement part of a normal Basic Action. You must have a clear line of sight to the target spot, but you can do several small teleports to move around corners or one long teleport to cover an obstacle such as a pit. As a Full Move, you can teleport a distance equal to your Maneuver in meters.
You can transfer the force of your blow through an inanimate object without harming the object. Make a Melee attack that ignores any Armor the opponent may have, attacking Body instead of Toughness. You can also do other special Stunts based on the ability to ignore intervening substance, such as strike at a wall to damage a man leaning against the other side or destroy a specific brick in a pile.
Strike at your opponent's core; your attack materializes inside his body. The target's soak attribute against this attack is zero.
Trigger Action (Defense, Combo)
You nearby warp space so that you can reach further. You can intercept opponents attacking you from within Mind meters, striking would-be attackers that you manage to keep at bay. Whenever an opponent within Mind meters of you misses you with an attack using Shoot or Melee, you can use this to make a Normal Melee Attack on them, even at range.
You can also use it as a combo to make your melee attacks reach further.
Soul of the Warp
Instead of moving normally, you teleport a distance up to your Move and make a melee attack from an unexpected direction. This is a Normal Melee Attack against which your opponent can't use a trigger action. Trigger actions that can be used when surprised can still be used against Teleport Strike.
You learn the exact physical location of an object or creature. You must have enough information about the target to describe it uniquely; if you have a general description you will find the nearest target that fits the description. Space is the Form of shape, so the description must be based on shape, not substance or ephemeral qualities like color. The result is revealed in whatever system of reference you understand and which is most relevant and practical. You can use this to discern your own location if you are lost. It can also be used to analyze a teleport performed in the area in the last hour, which tells you what teleported where.
You create a map of the area. The result can be a hand-drawn map or be represented trough technological or supernatural means depending on your tradition. Make a Recon roll against the highest Recon of a non-friendly creature in the area, gaining a better map the better you roll. The power centers on a point you choose as the target and range penalties apply. You do not need to see the target point. Powers or abilities that stop detect powers prevents magic mapping.
The GM builds the map based on map points - you start out with a number of map points equal to your Mind and add the outcome (positive or negative) on the Recon roll to that. Each of the following features costs a point to map. In general, features at the beginning of the list are mapped first, but the map has more detail in nearby areas.
- A room, square, street, or other open area
- A door, gateway, or similar barrier
- Interesting but obvious features such as furniture, statues, and other furnishings
- A stairway, lift, or other marked change in level
- A concealed, hidden, or otherwise not obvious feature (this is in addition to the normal cost above)
Note that the point system is a rough guideline only. Depending on the scenario, the game-masters degree of preparation, and the dynamic of the group you are in, this power will often work or fail on a GM fiat. If another player in your group plays a scout and enjoys discovering the map, this map can fail simply to allow that style of play. In other circumstances the GM might have a printed map or tactical overlay to show you that far exceeds what this power would normally allow.
You have great powers of visualization, and can picture any three-dimensional shape with perfect accuracy in your mind. By continuously using these abilities, you create a mental mind-map that allows you to retrace your steps and create a mental image of how you have moved and what you have seen where. You can perfectly judge the spatial relation between any two points you have visited and you can ignore cover when teleporting (using some other power) to any spot you have ever been while conscious.
You can sense the basic shape of things within Mind meters. In this area you can sense things even around corners or behind walls, incorporating them in your mental world-image. Because mobile objects are somewhat fuzzy, it is still possible to sneak on you. You still cannot see - colors, script, screen images, and other stimuli based on color rather than form are imperceptible to this power.
This also allows you to sense Gates and teleports out to ten times the normal range.
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.
You can blast everyone in a globe with a diameter equal to your Mind in meters.
This does Concussion damage soaked by Reflexes, trying to teleport the target. A target can negate the damage by accepting to be teleported to a random safe spot within you Mind kilometers. If the target takes a Damage Setback, he is always teleported. A target that is under an effect that hinders teleportation can add his Body to his Reflexes to soak this and cannot be teleported.
If you know certain other powers, you can change where targets end up if they get teleported.
- Dimension Door: At a spot of your choice within 100 meters where the target is not in immediate danger.
- Teleport: At a random Teleport Circle the target has visited; if none, one that you know.
- Plane Shift: On a plane the target has visited. If none, on a random plane you have visited.
If this is used to teleport several creatures in the same scene, they all end up at the same destination.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.
Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Disrupting Shockwave does Enervation damage soaked by Body, trying to teleport a part of each target.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Disruption Bolt does Enervation damage soaked by Body, trying to teleport a part of the target.
For the rest of the scene, when you Dimension Door, Teleport, or Plane Shift, you can bring the target of Forced Teleport to the same spot you teleported to. You can also use one of these powers to teleport only the target without going along yourself. You need not be anywhere near the target to use powers on him.