Difference between revisions of "Summon Space (Action Powers)"
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Limit Break | Limit Break | ||
− | You can disappear, only to appear moments later on another plane. You [[Teleport (Action)|teleport]] to a location on another plane you have a bound [[ | + | You can disappear, only to appear moments later on another plane. You [[Teleport (Action)|teleport]] to a location on another plane where you have a bound [[Space_(Action_Powers_Form)#Teleport_Circle|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. |
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=== Sanctum === | === Sanctum === | ||
Basic Action | Basic Action | ||
− | [[Teleport (Action)|Teleport]] to a personal sanctum; a private extra-dimensional space. You can return to normal space in the same spot you left as a Basic Action; the Sanctum is considered its own dimension which makes other kinds of [[Teleport (Action)|teleportation]] difficult. | + | [[Teleport (Action)|Teleport]] to a personal sanctum; a private extra-dimensional space. You can return to normal space in the same spot you left as a Basic Action; the Sanctum is considered its own dimension which makes other kinds of [[Teleport (Action)|teleportation]] difficult. [[Space_(Action_Powers_Form)#Teleport_Circle|Teleport Circles]] cannot exist in the Sanctum. |
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− | [[ | ||
− | + | Each time you use this power, you end up in the same space. The space has a diameter equal to your [[Mind (Action)|Mind]] and you control its shape and appearance, furnishing it as you see fit. | |
+ | While you are in the Sanctum, it is possible for others to enter and exit at the same spot you last entered from, but the entrance is hard to find; even when looking in the exact right spot it still takes a [[Spot (Action)|Spot]] check against your [[Impress (Action)|Impress]] to find it. You can invite someone standing at the entry spot or to make a creature leave. Evicting an unwilling creatures requires an opposed [[Impress (Action)|Impress]] roll. All creatures and objects automatically leave the sanctum when you do. When you are not in the sanctum, it is inaccessible except as mandated by the plot. |
Revision as of 18:06, 19 June 2011
Templates for Action |
- Main article: Powers (Action)
Plane Shift
Limit Break
You can disappear, only to appear moments later on another plane. 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.
Sanctum
Basic Action
Teleport to a personal sanctum; a private extra-dimensional space. You can return to normal space in the same spot you left as a Basic Action; the Sanctum is considered its own dimension which makes other kinds of teleportation difficult. Teleport Circles cannot exist in the Sanctum.
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. While you are in the Sanctum, it is possible for others to enter and exit at the same spot you last entered from, but the entrance is hard to find; even when looking in the exact right spot it still takes a Spot check against your Impress to find it. You can invite someone standing at the entry spot or to make a creature leave. Evicting an unwilling creatures requires an opposed Impress roll. All creatures and objects automatically leave the sanctum when you do. When you are not in the sanctum, it is inaccessible except as mandated by the plot.