Difference between revisions of "Summon Space (Action Powers)"

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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.
 
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.
 
===Summon Aberration ===
 
{{Template:Summon (Action Powers)}}
 
 
This power only works on [[Aberrations (Action) | Aberrations ]].
 
  
 
=== Teleport Pull ===
 
=== Teleport Pull ===
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Succeed at an opposed [[Impress (Action)|Impress]] against the target to [[Teleport (Action)|Teleport]] it to a location within a number of meters of you equal to your [[Impress (Action)|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 [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]] stunt using your [[Impress (Action)|Impress]] skill, and even unattended objects near a creature can be defended using the [[Dodge_(Action_Powers)#Interpose|Interpose]] stunt.
 
Succeed at an opposed [[Impress (Action)|Impress]] against the target to [[Teleport (Action)|Teleport]] it to a location within a number of meters of you equal to your [[Impress (Action)|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 [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]] stunt using your [[Impress (Action)|Impress]] skill, and even unattended objects near a creature can be defended using the [[Dodge_(Action_Powers)#Interpose|Interpose]] stunt.
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You can also do this over any distance (ignoring range and concealment) against a creature whose [[True Name (Action)|True Name]] you know.

Revision as of 10:48, 24 January 2021

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Main article: Powers (Action)

Dimensional Anchor

Basic Action

Make an opposed Impress roll to prevent the target from using teleport powers for the rest of the scene.

Plane Shift

Limit Break

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.

Teleport Pull

Basic Action

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.

You can also do this over any distance (ignoring range and concealment) against a creature whose True Name you know.