Difference between revisions of "Transmute Space (Action Powers)"
m (Call Outfit => Requip) |
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Limit Break | Limit Break | ||
− | You can create a Teleport Circle, a beacon that can be used as the target for long-range teleport powers. | + | 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 (Action)|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. | + | 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 (Action)|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. | + | 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. | 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 (Action)|teleport]] between two teleport circles you are bound to. | + | Finally, you can use this power to [[Teleport (Action)|teleport]] between two teleport circles you are bound to over any distance. |
Revision as of 19:48, 29 May 2012
Templates for Action |
- Main article: Powers (Action)
Cargo Teleport
Limit Break
You can Teleports a large mass of inanimate matter that you tocuh to a bound Teleport Circle. The mass is limited by your Create read on the Body and Mass table.
If you have this power and use another Teleports power to teleport yourself, you can bring along a like amount of cargo when you do.
Recall Object
Basic Action
Instantly Teleports an object you own into your hand from any distance. This is automatic for personal gear; for larger objects the difficulty is the Body/Weight of the object.
If the object has been stolen from you, add the current owner's Mind to the difficulty unless he is currently using it; then this power automatically fails. If you fail to call a stolen object, it is no longer considered yours for this purpose until you retrieve it normally.
Requip
Stance
Instantly Teleports an outfit or set of armor you own onto your body from any distance. This can be from an extradimensional 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 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.
This is used like it was a stance, but it need not be maintained from round to round; once used, the effect is a part of physical reality and lasting.
Shrink Object
Limit Break
You shrink an object to the size of a small pebble. This can be a set of linked objects, like a bag full of stuff or a set of plates making up a suit of armor). Body/Weight can be no larger than your Mind. This allows you to carry more (reduce the Body of shrunk objects by your Create when calculating weight) and for various stunts. The effect lasts until dispelled; in some cases it can even be a Curse.
Using this on something worn by another requires a Create stunt vs. their Dodge. If you reduce something worn, such as armor, the object does not constrict the wearer, it just harmlessly falls off. On an Outcome matching the target's Reflexes you catch the object as it shrinks; otherwise it falls to the floor.
Restoring a shrunk object is a Basic Action for you, and can in itself be a stunt, such as using Create to place a barrier or trap, or releasing a great gout of smoke or flame to Impress.
Teleport Barrier
Basic Action
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.
Teleport Circle
Limit Break
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.