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

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
=== Call Outfit ===
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=== Resize Object ===
Stance
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Basic Action or Finisher
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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, or a bag full of stuff.
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The difficulty is the [[Body (Action)|Body]] of the object.
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This lasts for the rest of the scene but becomes a [[Curse (Action)|Curse]] when used as a Finisher. You can set up a condition, such as an action or command word, that ends the resizing.
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Changes will change the item's [[Body (Action)|Body]] score. Check the [[All_Attributes_(Action)#Body_and_Mass|Body and Mass]] for the [[Body (Action)|Body]] of objects. You can change the target to a [[Body (Action)|Body]] no higher than your [[Create (Action)|Create]], and you can modify the [[Body (Action)|Body]] by up to your [[Create (Action)|Create]]. 
  
Instantly [[Teleport (Action)|Teleports]] an outfit or set of armor you own onto your body from any distance. If the object has been stolen from you, make a opposed [[Create (Action)|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. 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.
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Restoring a shrunk object is not an action (it is the equivalent of drawing a weapon), and can be a part of a stunt, such as using [[Create (Action)|Create]] to place a barrier or trap, or releasing a great gout of smoke or flame to [[Impress (Action)|Impress]].
  
An outfit can include accessories and even gear and weapons as long as it can all be considered one kit.
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=== Requip ===
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Stance
  
=== Cargo Teleport ===
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Instantly [[Teleport (Action)|Teleports]] items from your wardrobe onto your body from any distance.
Limit Break
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Replaced objects are teleported to your wardrobe.
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The wardrobe can be in an extra-dimensional space if you have access to one from other abilities.
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You can replace any number of items at once, as long as they are all personal equipment you can carry.
  
You can [[Teleport (Action)|Teleports]] a large mass of inanimate matter that you tocuh to a bound [[Space_(Action_Powers_Form)#Teleport_Circle|Teleport Circle]]. The mass is limited by your [[Create (Action)|Create]] read on the [[All_Attributes_(Action)#Body_and_Mass|Body and Mass]] table.
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If an item has been stolen from you, make a opposed [[Create (Action)|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.  
  
If you have this power and use another [[Teleport (Action)|Teleports]] power to teleport yourself, you can bring along a like amount of cargo when you do.
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Requip is an unusual stance in that the entire effect occurs on activation, it effectively has no duration and cannot be made permanent.
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Neither does ending the stance have any effect.
  
=== Recall Object ===
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=== Teleport Barrier ===
 
Basic Action
 
Basic Action
  
Instantly [[Teleport (Action)|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_(Action)#Body_and_Mass|Body/Weight]] of the object.
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You ward an area against teleportation, placing symbols that disrupt teleportation attempts. Any attempt to [[Teleport (Action)|Teleport]] into or out of the area has a minimum difficulty equal to your [[Create (Action)|Create]]; if the Outcome was less than your [[Mind (Action)|Mind]] the teleport succeeded, but made an awful noise and dazed the teleportee, making him loose all shots for the first round.
  
If the object has been stolen from you, add the current owner's [[Mind (Action)|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.
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Teleport barrier covers a radius equal to your [[Create (Action)|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.
  
=== Shrink Object ===
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=== Teleport Circle ===
 
Limit Break
 
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_(Action)#Body_and_Mass|Body/Weight]] can be no larger than your [[Mind (Action)|Mind]]. This allows you to carry more (reduce the [[Body_(Action)#Body_and_Mass|Body]] of shrunk objects by your [[Create (Action)|Create]] when calculating weight) and for various stunts. The effect lasts until dispelled; in some cases it can even be a [[Curse (Action)|Curse]].
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You can create and use a Teleport Circle, a beacon that can be used as the target for long-range teleport powers.  
  
Using this on something worn by another requires a [[Create (Action)|Create]] stunt vs. their [[Dodge (Action)|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 (Action)|Reflexes]] you catch the object as it shrinks; otherwise it falls to the floor.
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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.
  
Restoring a shrunk object is a Basic Action for you, and can in itself be a stunt, such as using [[Create (Action)|Create]] to place a barrier  or trap, or releasing a great gout of smoke or flame to [[Impress (Action)|Impress]].
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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.
  
=== Teleport Barrier ===
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When you vist an existing teleport circle you can bind to it, adding it to your repertoire of teleport destinations. Such found circles do not count towards your limit.
Basic Action
 
  
You ward an area against teleportation, placing symbols that disrupt teleportation attempts. Any attempt to [[Teleport (Action)|Teleport]] into or out of the area has a minimum difficulty equal to your [[Create (Action)|Create]]; if the Outcome was less than your [[Mind (Action)|Mind]] the teleport succeeded, but made an awful noise and dazed the teleportee, making him loose all shots for this and the next round.
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Finally, you can use this power to [[Teleport (Action)|teleport]] between two teleport circles you are bound to over any distance.
  
Teleport barrier covers a radius equal to your [[Create (Action)|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.
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=== Teleport Lock ===
 
 
=== Teleport Circle ===
 
 
Limit Break
 
Limit Break
  
You can create a Teleport Circle, a beacon that can be used as the target for long-range teleport powers.
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You lock a [[Transmute_Space_(Action_Powers)#Teleport_Circle|Teleport Circle]], preventing its use to anyone who does not know the secret password you set or possess a gate key you created.  
 
 
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 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.
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Alternatively, you can place a [[Transmute_(Action_Powers_Technique)#Set_Trap|Trap]] on the [[Transmute_Space_(Action_Powers)#Teleport_Circle|Teleport Circle]]. 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.  
  
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.
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One gate can be both locked and trapped, but you cannot place a lock on a locked circle you do not have access to or second trap on a trapped circle.  
  
Finally, you can use this power to [[Teleport (Action)|teleport]] between two teleport circles you are bound to.
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Teleport Lock is a [[Curse (Action)|Curse]] on the [[Transmute_Space_(Action_Powers)#Teleport_Circle|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
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[[Transmute_(Action_Powers_Technique)#Disable_Mechanism|Disable Mechanism]], but not to remove it that way.

Latest revision as of 12:14, 13 July 2023

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Templates for Action
Main article: Powers (Action)

Resize Object

Basic Action or Finisher

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, or a bag full of stuff. The difficulty is the Body of the object. This lasts for the rest of the scene but becomes a Curse when used as a Finisher. 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.

Restoring a shrunk object is not an action (it is 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.

Requip

Stance

Instantly Teleports items from your wardrobe onto your body from any distance. Replaced objects are teleported to your wardrobe. The wardrobe can be in an extra-dimensional space if you have access to one from other abilities. You can replace any number of items at once, as long as they are all personal equipment you can carry.

If an item 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.

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 the first 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.

When you vist an existing teleport circle you can bind to it, adding it to your repertoire of teleport destinations. 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.

Teleport Lock

Limit Break

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. 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, but you cannot place a lock on a locked circle you do not have access to or second trap on a trapped circle.

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 Disable Mechanism, but not to remove it that way.