Transmute Space (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
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 in your wardrobe onto your body from any distance. Your current outfit is teleported to your wardrobe. The wardrobe can be in an extra-dimensional space if you have access to one from other abilities. 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, Requip automatically fails. If this power fails, you are no longer considered the owner of that particular outfit until you recover it normally.
Requip is an unusual stance in that the entire effect occurs on activation, it effectively has no duration and cannot be made permanent. Neither does ending the stance have any effect.
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 at least a Basic action, more commonly it takes minutes. This is 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.