Difference between revisions of "Space Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
Governs location and distance, and is thus the power to teleport and create extradimensional spaces.
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{{tocright}}
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Space governs location, distance, and adjacency, and is thus the power to teleport and create extra-dimensional spaces.
  
Space governs the position of all things in this universe and others. It is a very ordered form, at odds with powers like Flux and Time that represent change. Yet space magic is used to break the barriers between worlds and shatter the very rules it seems to uphold. The signature power of Space is teleportation.
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Space governs where things are.
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It maps position across this world and others, defining distance, direction, and the hidden connections between places.
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Space is in tension with [[Flux Powers (FiD)|Flux]] and [[Time Powers (FiD)|Time]], which represent change and instability, yet Space is also the tool used to violate geography — breaking boundaries between locations, folding distance, and stepping between worlds.
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The signature ability of Space is teleportation.
  
Space attacks cut and dislocate.
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Space attacks cut, shear, and dislocate.
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Wounds resemble those of an impossibly sharp blade or body pars being displaced.
  
Space creatures are alien Lovecraftian horrors from outer space or the wrinkles of reality.
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Space creatures are anomalies of location: alien horrors from the void between worlds, or living wrinkles in reality that distort distance and direction.
Learning who to summon may require study or be a score in itself, and even if you get it right these creatures are very dangerous.
 
Getting it wrong is usually the last thing you do.
 
  
 
=== Space Power Effects ===
 
=== Space Power Effects ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
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|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" valign=bottom | '''Apex'''    
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|- 
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|valign=bottom | '''Dice '''
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|align="center" valign=bottom | —   
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|align="center" valign=bottom | Minimum 2d
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|align="center" valign=bottom | Minimum 4d 
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|align="center" valign=bottom | Minimum 6d      
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|-
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|valign=bottom | '''Stress'''
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|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
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|align="center" valign=bottom | Full success (6).
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|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''   
 
|align="left" valign="top" | '''Attune'''   
|valign="top"| '''Spatial Sight'''   <br> You can detect space creatures and powers.  
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|valign="top"| '''Planar Perception''' <br> Detect Space.
|valign="top"| '''Rift Rejection''' <br> Force a space creature that is native to another plane of existence to return home, or end the operation of an ability of the space power or any type of teleport or gate.  
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|valign="top"| '''Planar Push'''       <br> Counter any summon or teleport.
|valign="top"| '''Spatial Summons''' <br> You can call a space creature into this reality. Lesser creatures will owe you service, greater creatures do not.
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|valign="top"| '''Planar Projection''' <br> Summon a Space creature.
|valign="top"| '''Grand Gate'''     <br> You can create a portal that allows travel to and from any plane.  
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|valign="top"| '''Planar Portal'''     <br> Gate to and from any plane.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''   
 
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Warp Whisper'''   <br> You can command allies over any distance, but they cannot answer.  
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|valign="top"| '''Cosmic Contact''' <br> Intimidate with Space.
|valign="top"| '''Space Speech'''   <br> You and allies can communicate over any distance.
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|valign="top"| '''Cosmic Call'''     <br> Communicate across space.
|valign="top"| '''Cosmic Command'''  <br> You can communicate and use the use command action on space creatures.  
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|valign="top"| '''Cosmic Command'''  <br> Command Space creatures.
|valign="top"| '''Cosmic Conquest''' <br> You can permanently bind space creatures to service. They may still flit in and out of existence.
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|valign="top"| '''Cosmic Conquest''' <br> Bind Space creatures.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
|valign="top"| '''Warp Wardrobe'''     <br> You can alter your own dimensions and those of your clothes and accessories, making you elongated or compressed like a fun-house mirror.  
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|valign="top"| '''Warp Width'''   <br> Alter your dimensions.
|valign="top"| '''Dislocate'''         <br> You can separate parts of your body that will still work normally, except at a distance. You are really reaching through higher dimensions, which also allows you to squeeze through walls.
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|valign="top"| '''Warp Whip'''   <br> Separate body parts.
|valign="top"| '''Cosmic Conversion''' <br> You can assume the form of a space creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Warp Whimsy''' <br> Become a Space creature.
|valign="top"| '''Spatial Synthesis''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Warp Whisper''' <br> Warp Whimsy on others.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''   
 
|align="left" valign="top" | '''Finesse'''   
|valign="top"| '''Warp Walker'''       <br> If there is a space mount or vehicle, you can ride it as if it was domesticated and you have the keys. You can in vacuum.  
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|valign="top"| '''Measured Mount'''   <br> Ride a Space mount or vehicle.
|valign="top"| '''Spatial Slice'''     <br> Cut a target with an effect similar to a fine potent dueling sword or pistol, or you can give your friends the Warp Walker ability.
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|valign="top"| '''Measured Maneuver''' <br> Fine and Potent duel cut.
|valign="top"| '''Displace Dimensions'' <br> You can warp nearby space, lengthening and shortening distances within the local area.
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|valign="top"| '''Measured Mapping''' <br> Warp tactical distance.
|valign="top"| '''Spatial Surge'''     <br> Create a storm of spatial cuts, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Measured Metric'''   <br> Warp long distances.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Warp Watch'''                 <br> You can track a teleporting or dimension warping creature.
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|valign="top"| '''Distant Direction'''   <br> Dimensional tracking.
|valign="top"| '''Spatial Sniper'''             <br> You can use your power to attack at range, similar in effect to a fine and potent rifle.
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|valign="top"| '''Distant Designation''' <br> Slicing ranged attack.
|valign="top"| '''Extradimensional Explosion''' <br> You can use your power to attack similar to a fine and potent grenade. There is a risk of collateral damage.
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|valign="top"| '''Distant Displacement''' <br> Confuse dimensions.
|valign="top"| '''Warp Wrath'''                 <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''Distant Dispatch'''     <br> Spatial explosion.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''   
 
|align="left" valign="top" | '''Prowl'''   
|valign="top"| '''Spatial Stealth''' <br> You can hide in tiny cracks and cover as long as they are large enough to hide your head.
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|valign="top"| '''Spatial Skulk'''   <br> Hide in tiny spaces.
|valign="top"| '''Spatial Step'''       <br> You can teleport line-of-sight.  
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|valign="top"| '''Spatial Shortcut''' <br> Teleport line-of-sight.
|valign="top"| '''Convey Crowd'''         <br> You can bring allies along when you teleport.
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|valign="top"| '''Spatial Circuit''' <br> Crew Space Prowl.
|valign="top"| '''Spatial Circle'''     <br> You can create a teleport circle or teleport to a known teleport circle over a very long range.
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|valign="top"| '''Spatial Circle'''   <br> Travel Teleport Circles.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''   
 
|align="left" valign="top" | '''Skirmish'''   
|valign="top"| '''Warp Whack'''     <br> Use space to cut opponents, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Metered Mantle'''   <br> Resist Space and speed Harm.
|valign="top"| '''Phased Fury'''     <br> As above, and the attack is fine and potent.
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|valign="top"| '''Metered Momentum''' <br> Fine, Potent melee attack.
|valign="top"| '''Shift and Slice''' <br> Create spatial distortions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Metered Matrix'''   <br> Space distortions prevent Scale.
|valign="top"| '''Slice Storm'''     <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Metered Mandate''' <br> Attack all in a melee.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Warp Watcher'''       <br> You can identify space creatures and powers.
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|valign="top"| '''Layered Lens''' <br> Identify Space.
|valign="top"| '''Teleport Trace'''     <br> You analyze the exact destination and origin of any recent teleport.
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|valign="top"| '''Looped Lens'''   <br> Analyze Space.
|valign="top"| '''Dimension Detection''' <br> You research the location of a creature or object you know, which allows you to use Spatial Step to teleport to their location.
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|valign="top"| '''Location Lens''' <br> Find location of something.
|valign="top"| '''Omniscience'''         <br> You combine Warp Watcher and Teleport Trace over a large area, such as a city district.
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|valign="top"| '''Layout Lens'''   <br> Area Looped Lens.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''   
 
|align="left" valign="top" | '''Survey'''   
|valign="top"| '''Spatial Scan'''   <br> You can sense space powers and teleports and understand their general nature.
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|valign="top"| '''Observe Outline'''   <br> Sense Space and teleports.
|valign="top"| '''Warped Watch'''   <br> Choose a location; you perceive as if you were at that spot.
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|valign="top"| '''Observe Objective''' <br> See at another location.
|valign="top"| '''Spatial Scrying''' <br> Choose a location or creature. You gain a sensor nearby that allows you to see your target.
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|valign="top"| '''Observe Origin'''   <br> See a target of your choice.
|valign="top"| '''Space Sight'''     <br> You can perceive everything at once over a wide area. This si very distracting.
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|valign="top"| '''Observe Overlay'''   <br> Perceive a wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Local Listener''' <br> You can understand space creatures even if normally couldn't, and gain a basic understanding of their agenda.  
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|valign="top"| '''Local Listener''' <br> Understand Space creatures.
|valign="top"| '''Spatial Speech''' <br> You and allies can communicate through space. You can also make folk more apt to go with the flow, ignoring strange events and distractions
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|valign="top"| '''Local Language''' <br> Crew talks Space.
|valign="top"| '''Warp Whisper'''   <br> You and allies can communicate with space creatures.
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|valign="top"| '''Local Lure'''     <br> Suggestions to Space creatures.
|valign="top"| '''Space Serenade''' <br> You change the personality and motivations of space creatures. Such changes will last for the score at the very least, but they can randomly end.
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|valign="top"| '''Space Serenade''' <br> Permanently change a Space creature.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''   
 
|align="left" valign="top" | '''Tinker'''   
|valign="top"| '''Spatial Skill'''         <br> You can very precisely control the location of small objects, allowing repair and assembly work at a tiny scale.
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|valign="top"| '''Proportional Precision''' <br> Work at a tiny scale.
|valign="top"| '''Dimensional Dexterity''' <br> You can reach into small objects, allowing you to work internal components without disassembly.  
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|valign="top"| '''Proportional Partition''' <br> Reach into walls.
|valign="top"| '''Teleport  Technician'''  <br> You can reach into walls to manipulate internal alarms, locks, and other devices.
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|valign="top"| '''Proportional Protocol'''  <br> Shrink or enlarge objects.
|valign="top"| '''Spatial Synthesis'''     <br> You can reach into a large number of devices at once to manipulate many similar devices over a large area.
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|valign="top"| '''Proportional Placement''' <br> Create Teleport Circles.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''   
 
|align="left" valign="top" | '''Wreck'''   
|valign="top"| '''Warp Wrinkle'''     <br> You can jimmy objects by stretching and compressing them. The effect is similar to a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Warp Wrinkle''' <br> Block teleports into area.
|valign="top"| '''Warp Wreck'''       <br> Similar to Warp Wrinkle, but more powerful. You teleport an object into pieces. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''Warp Wreck'''   <br> Teleport pieces of an object.
|valign="top"| '''Warp Vanish''' <br> Similar to Warp Wreck, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Warp Vanish''' <br> Destroyed targets silently disappear.
|valign="top"| '''Warp Wrath'''       <br> Similar to Warp Wreck, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction. 
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|valign="top"| '''Warp Wrath'''   <br> Warp Wrinkle over a large area.
 
|}
 
|}
  
== Expanded Water Powers ==
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
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== Expanded Space Abilities==
  
 
=== Attune ===
 
=== Attune ===
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
  
'''Perceive:'''
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The consequences usually depend on what happens around you when you use the power. Having helpers and bodyguards improves Position, and sometimes a creature wants to be dismissed and the only Consequences might be from the surroundings.
''You can detect creatures and power use tied to your power.  
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==== Planar Perception ====
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Detect Space.
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You can see any [[Spirit (FiD)|Spirits]] and detect Space creatures and powers.
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{{ : Include Attune Basic Detect Powers (FiD) }}
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==== Planar Push ====
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Counter any summon or teleport.
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You can dismiss any summoned creature by using its connection to its home plane.
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You can dispel any Space Power, any teleport or gate ability, and any power currently affecting a Space creature.
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You can counter such abilities as they are being used, either to or from your current position.
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You can force any kind of [[Spirit_(FiD)|Spirit]] to materialize or dematerialize as you wish.
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
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==== Planar Projection ====
Naturally, effect is reduced as the creature is more heavily obscured.
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Summon a Space creature.  
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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Space creatures are monsters and alien creatures out of the depth of space and the cracks and left-over spaces of creation.
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
 
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.  
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Most Space creatures are biological, having a material body, metabolism, and functioning as ordinary living creatures but native to different realities.
The consequences of this depends entirely on what happens around you when you do it.  
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They may have a different number of dimensions giving the appearance of disconnected body parts as they can reach into other dimensions to interact with three-dimensional space.
If a powerful creature resists being dispelled, its obviously dangerous.  
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Others will completely lack symmetry or fixed form.  
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
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Many can survive and travel outer space at great speed.  
  
Dispelling is usually easier, but not always.
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Some layers of reality overlap with physical reality closely enough that creatures living there count as [[Spirit_(FiD)|Spirits]] without the usual spiritual side; Space Spirits are just creatures native to dimensions bordering ours.  
Most powers only dispel effects of their own power.
 
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.  
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A Space "elemental" would be a life form made of impossible angles and planes, barely perceptible and able to cut or separate most anything. Fortunately they are rare or nonexistent.
The position is controlled, possibly risky if there are a lot of other dangers around.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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{{ : Include Attune Summon (FiD) }}
Against an opponent that uses power to fly or even breathe you can have a better effect.
 
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
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==== Planar Portal ====
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Gate to and from any plane.
  
'''Summon:'''
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You can open a gate to any plane you have sufficient information on.  
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
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This is more about exploration and raiding rather than diplomacy and access to greater powers.  
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Lacking the affinity for specific planes that other [[Powers_(FiD)#Forms|Forms]] enjoy, you have great flexibility but are likely to be less well received.
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This allows contact creatures too powerful to summon, but gives you no leverage against them.
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A creature contacted this way may then use the Planar Portal to come to you, call you into its presence, send minions, or communicate with you at a distance.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
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If you know the pattern of a [[#Proportional_Placement|Teleport Circle]] in the destination plane, you can travel directly to that location.
This is usually a parallel world or plane of existence, dominated by your power.
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If you do not, you arrive at a random location within the general area relevant to your intended purpose.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
 
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
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=== Command ===
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.  
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Command and intimidate Space creatures, projecting authority.
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
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Position and Effect depend on the situation and your relationship with the listeners.
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
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==== Cosmic Contact ====
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Intimidate with Space.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
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You create Space effects such as warped geometry, distorted distances, or impossible angles to heighten your authority, gaining leverage similar to displaying a weapon or making an overt threat.
 +
This provides the leverage needed to use Command to intimidate without actual violence, but Space effects are inherently conspicuous and unsettling.
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
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Space creatures understand your commands and recognize you as a being worth acknowledging, but you do not understand their speech or intentions.
An elemental is a simple creature totally dominated by its power.
 
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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==== Cosmic Call ====
They can use sophisticated power effects and usually have an agenda of their own.
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Communicate across space.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
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You project your voice or a warped image of yourself to communicate with any creature you are familiar with over any distance, even across planar barriers.
A fire dragon is impossibly large, flies, and breathes fire.  
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This communication is achieved by visibly warping space, creating distortions that appear unnatural and unsettling.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
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Targets are not compelled to respond; if they refuse cooperation, no message is exchanged.
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
+
This is not scrying.
 +
Anyone near you or the target can join the conversation, but only the participants are visible—never their surroundings.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.
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==== Cosmic Command ====
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
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Command Space creatures.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
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Your commands ignore penalties for alien mindset, inhuman perception, or lack of shared social context when interacting with Space creatures.
 +
Targets perceive you as a higher-order spatial authority, as if you outrank them.
  
The position is usually risky. The creature is being forced to serve and might lash out.  
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This does not erase existing loyalties, which can lead to internal conflicts or resistance.
Typical consequences are:
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Understanding the social order of Space creatures can mitigate these conflicts, but this is difficult due to their alien nature.
The creature strikes out at you once.
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In general, ordering Space creatures to move is easier than ordering them to remain still.
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
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While Effect is resolved as if you outrank the target, Position reflects the underlying truth of the hierarchy.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
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* '''Controlled''' Commanding a creature that agrees you outrank it, with consequences focused on limiting retries and misunderstanding details of your orders.
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
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* '''Risky''' Ordering a creature that sees itself as your equal, potentially leading to Heat, misunderstood orders, or orneriness.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
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* '''Desperate''' Ordering a creature that sees itself as your superior, with consequences like treachery, plotting, or massive amounts of Heat.
  
'''Gate:'''
+
==== Cosmic Conquest ====
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
Bind Space creatures.
  
This is rarely useful, but can be under exceptional circumstances.
+
You permanently bind a Space creature to your authority.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.  
+
This will not work unless you are already in a position of power over the target.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.
 
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
 
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
The effect is similar to Cosmic Command, but permanent.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
Strong urges or extreme emotional states can break this control; otherwise, it lasts until dispelled.
 +
Bound Space creatures may still drift, phase, or vanish intermittently, unable to comprehend why you remain fixed while they do not.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
 
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
=== Consort ===
Command creatures based on your power with communication and authority.
+
Consort powers change your form and later that of other creatures.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
This will often grant improved Effect, improved Position, or allow actions a human body could not normally perform.  
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
+
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all.
+
A common Consequence is that your spatial sense is disturbed or your assumed form is somehow a hindrance — unsettling, hard to control, difficult to remain still with, or flickering in and out of reality.
This still has the normal stress cost.
+
 
 +
==== Warp Width ====
 +
Alter your dimensions.
  
'''Communicate:'''
+
Alter your own dimensions and those of your clothes and accessories, stretching or compressing yourself like a fun-house mirror. 
''You can make creatures understand you, but you do not understand them.
+
Unlike most other Basic Consort powers, this is a true physical change.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
You may vary your size from 50% to 200% of normal in each dimension independently — you can become twice as tall and half as wide, or any other combination.
Combined with the basic power of Sway allows two-way communication.
+
Your mass and strength do not change.
  
'''Translate:'''
+
You can use this on your entire Crew as an Advanced ability.
You and allies can communicate with creatures based on your power.
 
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
==== Warp Whip ====
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Separate body parts.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
Separate parts of your body so they function normally, but at a distance.
Creatures of the relevant type will understand your orders.
+
You withdraw limbs into higher dimensions and have them emerge in nearby locations.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
Your dislocated parts remain connected to you through other dimensions and can be used normally.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
 
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
How far you can reach depends on '''Outcome''' and Tier:
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
 
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
* '''Limited Outcome''' — Your normal reach.
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
* '''Standard Outcome''' — A number of meters equal to Tier (minimum 1 meter).
 +
* '''Great Outcome''' — Anywhere within an Area (p. 221).
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
Intervening objects are not a limit, but out of line-of-sight a dislocated limb operates blind unless you also dislocate an eye or your head — which has a normal reach of zero and may worsen Position by exposing such a vital part.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
 
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
=== Consort ===
+
This is commonly used as a Set Up action to aid other actions by extending reach (dislocating hands) or viewpoint (dislocating an eye or the head).
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
 
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
==== Warp Whimsy ====
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
+
Become a Space creature.
  
You do not physically change yourself, you accessorize and change your outfit.
+
This is a true physical transmutation. 
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
You need not assume the form of an existing creature, as long as the table agrees your new form makes sense as a Space creature.
  
'''Shapechange:'''
+
Space creatures are profoundly alien, as outlined under Attune, and Consequences may adversely effect your mental health.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
  
This is a true physical transmutation.
+
Warp Whimsy can be used as a Set Up action for other actions, but may penalize others as appropriate to your new form.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
+
When appropriate, your new form can use Basic and Advanced Space abilities inherently, without risking stress.
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
Outcome determines the degree of transformation possible:
You rating in the improved action increases by one.
 
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
* '''Limited Outcome''' — You become a monstrous version of yourself, recognizable but horrific, your body held together by an alien multi-dimensional framework.
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
* '''Standard Outcome''' — You become a generic Space creature, very difficult to recognize as yourself, alien and unsettling.
 +
* '''Great Outcome''' — You assume the form of a subtle Space creature — strange and inhuman, but not overtly terrifying.
  
'''Transform:'''
+
==== Warp Whisper ====
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
Warp Whimsy on others.
  
This is the shapechange power applied to another creature.  
+
This is Warp Whimsy applied to another creature that is willing or unable to resist.
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
The duration depends on Outcome:
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
* '''Limited Outcome''' — Very brief.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
* '''Standard Outcome''' — Lasts for the duration of a score.
 +
* '''Great Outcome''' — Lasts longer, depending on the fiction; when used as punishment, this can be permanent.
  
'''Wild Hunt:'''
+
If you also want the target to be unrecognizable and not terrifying, that requires additional Outcome — see Warp Whimsy.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
 
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
 
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
Exercise finesse with Space, manipulating distance, motion, and attacks with precise control.
 +
 
 +
==== Measured Mount ====
 +
Ride a Space mount or vehicle.
 +
 
 +
This allows you to use Finesse with Space creature mounts and Space vehicles you are not familiar with.
 +
Space vehicles are conveyances that teleport, fold distance, or travel to or through outer space.
 +
You can ride Space creatures even if they are not trained to carry a rider, provided they are physically capable of doing so.
 +
 
 +
==== Measured Maneuver ====
 +
Fine and Potent duel cut.
 +
 
 +
You cut as if wielding a Fine and Potent Finesse weapon.
 +
You actually sever the spatial connection between different parts of the target.
 +
This is easier to do on a very homogenus target such as a steel strut than through a complex target of many components, like a human.
 +
 
 +
Aside from damage type, this only substitutes for equipment; a mundane Fine and Potent weapon is equally effective.
 +
In a fight, activating this power takes no additional time and is equivalent to drawing a weapon.
 +
 
 +
You cut as if wielding a Fine and Potent Finesse weapon.
 +
This severs the spatial connection between different parts of a target, especially effective against homogeneous or continuous targets such as beams, struts, or walls, where space is easier to misalign, often improving Effect.
 +
 
 +
Aside from damage type, this only substitutes for equipment; a mundane Fine and Potent weapon is equally effective.
 +
In a fight, activating this power takes no additional time and is equivalent to drawing a weapon.
  
'''Ride:'''
+
==== Measured Mapping ====
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
Warp tactical distance.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
You subtly warp nearby distances, making creatures and objects effectively closer together or farther apart.
 +
You can pull nearby enemies into melee, push creatures out of melee, or distort spacing to disrupt formations.
  
'''Duel:'''
+
This facilitates pursuit and escape and prevents opponents from benefiting from Scale (p 221).
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
You can combine this with an attack using Measured Maneuver in the same move.
  
What this actually does depends on the power used.
+
==== Measured Metric ====
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Warp long distances.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
You selectively shorten distance for yourself and your crew.
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
This reliably lets you cover more ground than opponents, even if your actual speed is slower.
 +
When advantage is determined by speed, you are always treated as faster.
  
This allows you to manipulate small amounts of matter governed by your power.  
+
This works best in open or unobstructed environments such as open terrain, skies, or highways.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
It is less effective in dense crowds, confined interiors, or rough ground.
  
'''Surge:'''
+
When used for travel, this effect creates spatial strain and vortex-like distortion.
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
You require assistance to move significant mass, but you can compress an hour of travel into a minute or two.
  
You create ans use weapon like Duel above, and also create distractions.
 
The effect is like having a number of trusty but entirely defensive allies in the fight.
 
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Track, attack, and unleash devastating barrages with the power of Hunt Space.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
+
At short range, these abilities can be dangerous to you and those near you.
At short range, this is dangerous to you and yours.
+
 
 +
Space attacks cut and dislocate, separating parts that should occupy the same location.
 +
The resulting wounds resemble those inflicted by an impossibly sharp blade.
 +
 
 +
==== Distant Direction ====
 +
Dimensional tracking.
  
'''Track:'''
+
You can track creatures that travel outside normal space, allowing you to determine the destination of teleportation, phasing, or dimensional movement.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
This includes powers that allow movement through solid matter, such as many Prowl abilities.
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
With this information, you can use other abilities to follow your quarry.
 +
Consequences usually involve losing the trail; with worse Position, the information gained may land you somewhere unintended.
  
'''Potent Snipe:'''
+
==== Distant Designation ====
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Slicing ranged attack.
  
The effect of this action varies depending on the nature of your power.
+
You cut at a distance as if wielding a Fine and Potent ranged weapon.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
Rather than projecting force, you sever the spatial connection between parts of the target.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.  
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
This has better Effect against homogeneous targets, such as steel struts or walls, while complex, articulated targets like living creatures suffer the normal Effect.
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
 
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
This substitutes for traditional equipment; a Fine and Potent ranged weapon would be equally effective in most cases.
Environmental Control does not inflict any direct damage.
 
  
'''Area Attack:'''
+
==== Distant Displacement ====
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
Confuse dimensions.
  
An escalation of Potent Snipe, this affects all enemies in a single location.  
+
You warp distances across a wide area, compressing or stretching space so that things become closer together or farther apart.
The effect is more powerful but less precise.
+
Distances are typically halved or doubled.
This means it does more collateral damage, but no more effect on enemies.
+
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
+
This can establish optimal sniping range, disrupt formations, or accelerate pursuits.
 +
The effect is less dramatic than [[#Measured_Mapping|Finesse: Measured Mapping]], but applies over a much larger area.
 +
 
 +
This is often used as a Set Up action.
 +
Consequences may include spatial instability, disorientation, or drawing attention.
 +
 
 +
==== Distant Dispatch ====
 +
Spatial explosion.
 +
 
 +
An escalation of [[#Distant Designation|Distant Designation]].
 +
This attack is less precise and affects all creatures at a location, with a risk of collateral damage.
 +
 
 +
You can Harm an entire enemy Cohort (p. 96) with full Effect.
 +
Targets behind solid cover such as walls or trenches are not directly harmed, but are usually forced to take cover, granting your side the initiative.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Sneak and move through space with stealth and agility.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
==== Spatial Skulk ====
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
Hide in tiny spaces.
  
This provides you cover to hide in places you ordinarily could not.
+
Hide in tiny cracks and cover, as long as they are large enough to admit your normal-sized hand.
Where you can use this is explained in each specific power.
+
It otherwise works like any other attempt to use Prowl to avoid notice.
It otherwise works just like any other attempt to use Prowl to avoid notice.
+
Only you can use this ability; your friends and allies cannot unless you also use Spatial Circuit, below.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
==== Spatial Shortcut ====
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
Teleport line-of-sight.
  
Again, each power will explain how it can use this mobility.
+
Teleport instantly to a location you can see clearly.
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Your friends and allies cannot use this ability unless you also employ Spatial Circuit, below.
  
'''Travel:'''
+
==== Spatial Circuit ====
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Crew Space Prowl.
  
Now you and your allies can Prowl in places where your power is at home.  
+
You and your allies can use Spatial Skulk or Spatial Shortcut.
They still use their own Prowl action.
+
Each participant still rolls their own Prowl action.
 +
If you travel together, this can be a Group Action.
  
'''Transport:'''
+
==== Spatial Circle ====
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
Travel Teleport Circles.
  
How and where you use this is explained in each power.
+
You and your crew can teleport from one [[#Proportional_Placement|Teleport Circle]] to another Teleport Circle whose pattern you know anywhere in the world.
This takes you to places you are familiar with.
+
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
Prosper in the chaos of battle.
  
'''Skirmish Attack:'''
+
==== Metered Mantle ====
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Resist Space and speed Harm.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
This allows you to ignore most harm from Space attacks, attacks from Space creatures, and damage from falls and crashes.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
{{ : Damage Resistance Template (FiD)}}
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.  
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
==== Metered Momentum ====
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Fine, Potent melee attack.
  
'''Obstruction:'''
+
This severs the spatial connection between parts of the target.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
The cut is cleaner (better Effect) against homogeneous targets such as steel struts than against complex, articulated targets like living creatures (normal Effect).
 +
Besides variety in the type of damage, this only substitutes for equipment, a Fine and Potent weapon is just as effective.  
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
==== Metered Matrix ====
The effect is to deny your enemies the advantage of numbers.
+
Space distortions prevent Scale.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
You manipulate location and distance, enabling you to hinder a crowd of opponents to get to you.
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
This attacks like Metered Momentum and also negates Scale (p 221).
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
==== Metered Mandate ====
 +
Attack all in a melee.
 +
 
 +
Turns you into a one-man army attacking from all directions. Not only do you negate the advantage your enemy may get from Scale, you also do full damage to an entire cohort gang (p 96).
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Study and analyze Space objects, creatures, and abilities.
 +
The Outcome required depends on range:
 +
 
 +
* '''Limited''' Outcome for touch.
 +
* '''Standard''' Outcome for line of sight.
 +
* '''Great''' Outcome to reach a target you know of or have some link to, but which is out of line of sight.
 +
 
 +
Position depends on the situation.
 +
Safely in your base, the Position is Controlled.
 +
In the middle of a fight or when pinned down, the Position is Desperate.
 +
Sometimes the thing you are researching is dangerous in itself, worsening Position.
 +
Consequences may provide knowledge that lacks crucial details or arise from dangers in the environment.
 +
 
 +
==== Layered Lens ====
 +
Identify Space.
 +
 
 +
You learn the name of Space items, creatures, and Powers, along with very basic narrative information.
 +
This does not include detailed abilities or actual rules.
 +
 
 +
==== Looped Lens ====
 +
Analyze Space.
 +
 
 +
You learn any abilities of Space-related items, creatures, and Powers.
 +
This includes actual rules and game results.
  
'''Analyze:'''
+
You can detect whether teleportation has occurred nearby and determine where a creature teleported to or from.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
You can analyze teleport circles, locations where teleportation is blocked or altered, traps designed to affect teleporters, and common arrival or departure points.
  
'''Research:'''
+
==== Location Lens ====
''You know the powers and abilities of something you analyze.
+
Determine the location of a target.
  
'''Hindsight:'''
+
You determine the location of a creature or object you either know or have some kind of link to.
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
A link may be a relative, a personal item, a [[#Planar_Projection|True Name]], or a place the target is from or has recently visited.
  
'''Omniscience:'''
+
Range is calculated to the link, effectively trivializing distance concerns.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
This enables teleportation powers that target a detected location, such as [[#Spatial_Shortcut|Prowl: Spatial Shortcut]].
 +
 
 +
==== Layout Lens ====
 +
Wide-area spatial analysis.
 +
 
 +
You gain a detailed overview of the locations of Space-related items, creatures, and Powers within Range (p. 221).
 +
This enables location-based teleport effects such as [[#Spatial_Shortcut|Prowl: Spatial Shortcut]] to target any of these locations, but does not bypass teleportation hazards.
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Survey spots and spies.
 +
Space allows this perception to originate from distant locations, making Survey exceptionally versatile.
 +
 
 +
The Outcome required depends on the target’s concealment.
 +
* '''Limited Outcome''' finds targets behind light cover or in distant places you can barely perceive.
 +
* '''Standard Outcome''' allows perception behind walls and into hard cover.
 +
* '''Great Outcome''' reveals far-away places and locations you had no prior awareness of.
 +
 
 +
==== Observe Outline ====
 +
Sense Space and teleports.
  
'''Detect:'''
+
Perceive and locate disturbances in Space, including Space creatures, Space Powers, and teleports of any kind.
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
You cannot distinguish between these sources or analyze what occurred, but you learn the exact location of each.
  
'''Sensor:'''
+
==== Observe Objective ====
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
+
See from another location.
  
'''Scry:'''
+
You move your perception to a location you specify and sense as if you were physically present, as long as you maintain concentration.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
You define coordinates for the sensor; if they are inaccurate, it may appear inside solid matter or empty space.
 +
You still perceive your actual location, but only dimly.
  
'''Omnipresence:'''
+
==== Observe Origin ====
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
See a specific target.
 +
 
 +
Similar to Observe Objective, but focused on a specific creature or position.
 +
Your senses are automatically routed to the best available vantage point for Observe Objective, close enough to observe the target clearly.
 +
 
 +
==== Observe Overlay ====
 +
Perceive a wide area.
 +
 
 +
Your senses expand impossibly, as if distributed across many viewpoints at once.
 +
You gain a comprehensive mental image of the area, primarily resolving solid shapes and static structures into a detailed three-dimensional map.
 +
 
 +
Moving targets appear blurred, especially if they move unpredictably.
 +
It is difficult to hide from Observe Overlay unless a target is in constant, erratic motion.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate Space creatures and induce the mood to go with the flow, willing to travel, ignoring strange events and distractions.
Sway creatures based on your power with persuasion and cajoling.
+
Space creatures are alien and rare in many settings, which limits the use of Sway Space.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.  
+
==== Local Listener ====
You need not select a specific type of creature in advance.
+
Understand Space creatures.
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
+
 
This still has the normal stress cost.
+
You can gauge the mood and motivations of Space creatures and understand what they are saying.  
  
'''Communicate:'''
+
Space creatures have extremely alien viewpoints, often to the point of seeming insane to ordinary beings.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
Attempting to interpret their deeper motivations risks psychological or metaphysical backlash.
 +
Because of this, it is wise to limit Local Listener to sensing immediate intentions rather than long-term goals or abstract desires.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
You can also sense creatures of any type that are currently inclined to go with the flow, willing to travel, or ready to ignore strange events and distractions.
  
'''Translate:'''
+
==== Local Language ====
''You and allies can communicate with creatures based on your power.
+
Crew talks Space.
  
This allows you to use the Sway power to its full effect.  
+
This allows you and your crew to use the Sway action at full power with Space creatures, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.
You are still wheedling unless you also use Command the advanced Command effect.
 
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
You can also make any creature more inclined to go with the flow, willing to travel, and dismissive of strange events or distractions.
  
'''Mesmerize:'''
+
==== Local Lure ====
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
Suggestions to Space creatures.
  
Essentially this is an attempt to Sway with two advantages.
+
This is an enhanced Sway attempt, allowing you to implant suggestions in Space creatures that will trigger under conditions you set.  
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
The power remains subtle until the suggestion is activated. The target will not remember being swayed.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
==== Local Love ====
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Gain the love of a Space creature.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
You permanently and blatantly change the motivations, attitudes, and values of a Space creature that is willing or unable to resist.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
The target remembers its past but considers it unimportant compared to its new priorities.
Exceptional creatures and exceptional circumstances can break this change.
+
 
This depends more on role-playing than die rolls.
+
There are limits to this power you cannot make a Space creature sane, grounded, or inclined to remain in one place.
 +
Exceptional circumstances or powerful effects can undo this change, but Space creatures are prone to such sudden changes
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and create objects and constructions imbued with Space power to suit your needs.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
This includes spacecraft and teleportation devices of all kinds, as well as devices that measure changes in distance and location, such as gyros, rangefinders (of any type), radar, or alarms.
 +
{{ : Include Tinker (FiD) }}
 +
 
 +
==== Proportional Precision ====
 +
Work at a tiny scale.
 +
 
 +
You precisely control small objects, allowing repair and assembly work at extremely fine scales.
 +
This replaces precision tools such as those used by watchmakers or micro-mechanics.
 +
 
 +
==== Proportional Partition ====
 +
Reach into walls.
 +
 
 +
You reach through solid barriers to manipulate internal components such as alarms, locks, wiring, and other concealed mechanisms.
 +
 
 +
This either improves Position or increases Effect when working with locks, alarms, and other projects where the desired point of interaction is normally inaccessible.
  
'''Handle:'''
+
==== Proportional Protocol ====
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Shrink or enlarge objects.
  
This mainly substitutes for tools, up to a small workshop.
+
You can shrink or enlarge inanimate objects by manipulating their proportional relationship to space.
You are also protected from any dangerous effects of working with the elements of your power.
 
  
'''Shape:'''
+
Shrinking allows objects to be reduced so they do not count against your Load.
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
This is most often used as a flashback to justify bringing items along without exceeding Load limits, but it can also be used during a score to shrink an object for later transport.
  
You can now do more than normal craft could do.
+
* '''Limited''' — An object of Load ☐ 
You can work elements of your power that normally cannot be shaped, and it will remain in the shape you set it in.
+
* '''Standard''' — An object of Load ☐☐  
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
+
* '''Great''' — An object up to the size of a motorcycle 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
You can also enlarge tiny objects, work on them, and then allow them to shrink back to their original size.
The effect determines the effectiveness of your construction, but also how long it will last.
+
This enables extremely precise work that would normally require a highly advanced workshop, such as a clean room.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
==== Proportional Placement ====
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
Create Teleport Circles.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
You can create a Teleport Circle: an immobile arrangement of geometric forms used for teleportation.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
A Teleport Circle may be a pattern etched into stone or floor, a ring of standing stones, arrangements of different kinds of trees, or any other structure that can be interpreted as a coherent geometric pattern.
The result will maintain its form as if affected by the Shape ability.
+
Some Teleport Circles incorporate stellar phenomena such as the sun, moon, planets, or stars, making them usable only at specific times when the configuration is correct.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.  
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
Each Teleport Circle has a unique pattern.
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
Anyone who knows this pattern can use [[#Spatial_Circuit|Spatial Circuit]] to teleport to that Teleport Circle, provided it is within the same region.
 +
While standing at a Teleport Circle, you can use [[#Spatial_Circuit|Spatial Circuit]] to teleport to any other Teleport Circle whose pattern you know.
  
Pretty self-explanatory, this is Create on a larger scale.
+
Destroying a Teleport Circle may be easy or difficult depending on its construction and how recognizable it is as a teleportation pattern.
This is useful for equipping a large band or building something large out of nothing.
+
A chalk-drawn pattern is fragile and easily disrupted.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
+
A circle of standing stones is durable.
 +
A circle defined by a single stone aligned with distant stars or planets may function only on certain dates, but can be extremely difficult to locate or destroy.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Wreck Space can disintegrate matter, but mainly deals with damaging the space continuum, making it harder to teleport.
 +
 
 +
==== Warp Wrinkle ====
 +
Block teleports into area.
 +
 
 +
Wrinkle the space continuum, making teleporting out of or into an Area (p. 221) more difficult.
 +
This reduces effect by two steps (this means you normally start at no effect) and worsens Position.
 +
If Position is already deadly, reduce effect by an additional step.
 +
When used against NPCs this is played out as a more conventional action where a success prevents the opposition from teleporting.
 +
This can then act as a setup or just steer the story.
 +
As a long-term project this can last a long term, and potentially be made permanent.
 +
Such an advanced Warp Wrinkle can have holes to which anyone can safely teleport, or codes that allow those having the code to ignore the Warp Wrinkle.
 +
 
 +
You can also use this as a Fine, Potent cleaver in combat.  
  
'''Jimmy:'''
+
==== Warp Wreck ====
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Teleport pieces of an object.
  
Just as crude as it sounds.
+
You can teleport small bits of an object a short distance, creating cracks and weakness in a material.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
It is good at destroying small precise structures like clockwork and electronics.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
+
It is good for weakening strong structures, but not so good at actually destroying them.
  
'''Smash:'''
+
You can also teleport small parts of a creature as an attack similar to a Fine and Potent weapon.
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
 
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
==== Warp Vanish ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
Destroyed targets silently disappear.
  
'''Disintegrate:'''
+
Warp Wreck, but instead of teleporting the pieces, they disappear into other dimensions.
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
This can clear out evidence and remove dangerous substances.
 +
It is very hard to recover things teleported away in this manner.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
==== Warp Wrath ====
You also leave less traces, as what you wreck disappears.
+
Warp Wrinkle over a large area.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
Warp Wrinkle, but affecting an Area (p. 221).
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
It harms both creatures and things and does full damage to gang cohorts.
  
Rather straightforward, this just scales things up.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 15:22, 20 January 2026

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Powers (FiD)Fox in the Dark logo

Space governs location, distance, and adjacency, and is thus the power to teleport and create extra-dimensional spaces.

Space governs where things are. It maps position across this world and others, defining distance, direction, and the hidden connections between places. Space is in tension with Flux and Time, which represent change and instability, yet Space is also the tool used to violate geography — breaking boundaries between locations, folding distance, and stepping between worlds. The signature ability of Space is teleportation.

Space attacks cut, shear, and dislocate. Wounds resemble those of an impossibly sharp blade or body pars being displaced.

Space creatures are anomalies of location: alien horrors from the void between worlds, or living wrinkles in reality that distort distance and direction.

Space Power Effects

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Planar Perception
Detect Space.
Planar Push
Counter any summon or teleport.
Planar Projection
Summon a Space creature.
Planar Portal
Gate to and from any plane.
Command Cosmic Contact
Intimidate with Space.
Cosmic Call
Communicate across space.
Cosmic Command
Command Space creatures.
Cosmic Conquest
Bind Space creatures.
Consort Warp Width
Alter your dimensions.
Warp Whip
Separate body parts.
Warp Whimsy
Become a Space creature.
Warp Whisper
Warp Whimsy on others.
Finesse Measured Mount
Ride a Space mount or vehicle.
Measured Maneuver
Fine and Potent duel cut.
Measured Mapping
Warp tactical distance.
Measured Metric
Warp long distances.
Hunt Distant Direction
Dimensional tracking.
Distant Designation
Slicing ranged attack.
Distant Displacement
Confuse dimensions.
Distant Dispatch
Spatial explosion.
Prowl Spatial Skulk
Hide in tiny spaces.
Spatial Shortcut
Teleport line-of-sight.
Spatial Circuit
Crew Space Prowl.
Spatial Circle
Travel Teleport Circles.
Skirmish Metered Mantle
Resist Space and speed Harm.
Metered Momentum
Fine, Potent melee attack.
Metered Matrix
Space distortions prevent Scale.
Metered Mandate
Attack all in a melee.
Study Layered Lens
Identify Space.
Looped Lens
Analyze Space.
Location Lens
Find location of something.
Layout Lens
Area Looped Lens.
Survey Observe Outline
Sense Space and teleports.
Observe Objective
See at another location.
Observe Origin
See a target of your choice.
Observe Overlay
Perceive a wide area.
Sway Local Listener
Understand Space creatures.
Local Language
Crew talks Space.
Local Lure
Suggestions to Space creatures.
Space Serenade
Permanently change a Space creature.
Tinker Proportional Precision
Work at a tiny scale.
Proportional Partition
Reach into walls.
Proportional Protocol
Shrink or enlarge objects.
Proportional Placement
Create Teleport Circles.
Wreck Warp Wrinkle
Block teleports into area.
Warp Wreck
Teleport pieces of an object.
Warp Vanish
Destroyed targets silently disappear.
Warp Wrath
Warp Wrinkle over a large area.
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Expanded Space Abilities

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The consequences usually depend on what happens around you when you use the power. Having helpers and bodyguards improves Position, and sometimes a creature wants to be dismissed and the only Consequences might be from the surroundings.

Planar Perception

Detect Space.

You can see any Spirits and detect Space creatures and powers. This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Planar Push

Counter any summon or teleport.

You can dismiss any summoned creature by using its connection to its home plane. You can dispel any Space Power, any teleport or gate ability, and any power currently affecting a Space creature. You can counter such abilities as they are being used, either to or from your current position. You can force any kind of Spirit to materialize or dematerialize as you wish.

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Planar Projection

Summon a Space creature.

Space creatures are monsters and alien creatures out of the depth of space and the cracks and left-over spaces of creation.

Most Space creatures are biological, having a material body, metabolism, and functioning as ordinary living creatures but native to different realities. They may have a different number of dimensions giving the appearance of disconnected body parts as they can reach into other dimensions to interact with three-dimensional space. Others will completely lack symmetry or fixed form. Many can survive and travel outer space at great speed.

Some layers of reality overlap with physical reality closely enough that creatures living there count as Spirits without the usual spiritual side; Space Spirits are just creatures native to dimensions bordering ours.

A Space "elemental" would be a life form made of impossible angles and planes, barely perceptible and able to cut or separate most anything. Fortunately they are rare or nonexistent.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Planar Portal

Gate to and from any plane.

You can open a gate to any plane you have sufficient information on. This is more about exploration and raiding rather than diplomacy and access to greater powers. Lacking the affinity for specific planes that other Forms enjoy, you have great flexibility but are likely to be less well received. This allows contact creatures too powerful to summon, but gives you no leverage against them. A creature contacted this way may then use the Planar Portal to come to you, call you into its presence, send minions, or communicate with you at a distance.

If you know the pattern of a Teleport Circle in the destination plane, you can travel directly to that location. If you do not, you arrive at a random location within the general area relevant to your intended purpose.

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Command

Command and intimidate Space creatures, projecting authority. Position and Effect depend on the situation and your relationship with the listeners.

Cosmic Contact

Intimidate with Space.

You create Space effects such as warped geometry, distorted distances, or impossible angles to heighten your authority, gaining leverage similar to displaying a weapon or making an overt threat. This provides the leverage needed to use Command to intimidate without actual violence, but Space effects are inherently conspicuous and unsettling.

Space creatures understand your commands and recognize you as a being worth acknowledging, but you do not understand their speech or intentions.

Cosmic Call

Communicate across space.

You project your voice or a warped image of yourself to communicate with any creature you are familiar with over any distance, even across planar barriers. This communication is achieved by visibly warping space, creating distortions that appear unnatural and unsettling.

Targets are not compelled to respond; if they refuse cooperation, no message is exchanged. This is not scrying. Anyone near you or the target can join the conversation, but only the participants are visible—never their surroundings.

Cosmic Command

Command Space creatures.

Your commands ignore penalties for alien mindset, inhuman perception, or lack of shared social context when interacting with Space creatures. Targets perceive you as a higher-order spatial authority, as if you outrank them.

This does not erase existing loyalties, which can lead to internal conflicts or resistance. Understanding the social order of Space creatures can mitigate these conflicts, but this is difficult due to their alien nature. In general, ordering Space creatures to move is easier than ordering them to remain still.

While Effect is resolved as if you outrank the target, Position reflects the underlying truth of the hierarchy.

  • Controlled Commanding a creature that agrees you outrank it, with consequences focused on limiting retries and misunderstanding details of your orders.
  • Risky Ordering a creature that sees itself as your equal, potentially leading to Heat, misunderstood orders, or orneriness.
  • Desperate Ordering a creature that sees itself as your superior, with consequences like treachery, plotting, or massive amounts of Heat.

Cosmic Conquest

Bind Space creatures.

You permanently bind a Space creature to your authority. This will not work unless you are already in a position of power over the target.

The effect is similar to Cosmic Command, but permanent. Strong urges or extreme emotional states can break this control; otherwise, it lasts until dispelled. Bound Space creatures may still drift, phase, or vanish intermittently, unable to comprehend why you remain fixed while they do not.

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Consort

Consort powers change your form and later that of other creatures. This will often grant improved Effect, improved Position, or allow actions a human body could not normally perform.

A common Consequence is that your spatial sense is disturbed or your assumed form is somehow a hindrance — unsettling, hard to control, difficult to remain still with, or flickering in and out of reality.

Warp Width

Alter your dimensions.

Alter your own dimensions and those of your clothes and accessories, stretching or compressing yourself like a fun-house mirror. Unlike most other Basic Consort powers, this is a true physical change.

You may vary your size from 50% to 200% of normal in each dimension independently — you can become twice as tall and half as wide, or any other combination. Your mass and strength do not change.

You can use this on your entire Crew as an Advanced ability.

Warp Whip

Separate body parts.

Separate parts of your body so they function normally, but at a distance. You withdraw limbs into higher dimensions and have them emerge in nearby locations.

Your dislocated parts remain connected to you through other dimensions and can be used normally.

How far you can reach depends on Outcome and Tier:

  • Limited Outcome — Your normal reach.
  • Standard Outcome — A number of meters equal to Tier (minimum 1 meter).
  • Great Outcome — Anywhere within an Area (p. 221).

Intervening objects are not a limit, but out of line-of-sight a dislocated limb operates blind unless you also dislocate an eye or your head — which has a normal reach of zero and may worsen Position by exposing such a vital part.

This is commonly used as a Set Up action to aid other actions by extending reach (dislocating hands) or viewpoint (dislocating an eye or the head).

Warp Whimsy

Become a Space creature.

This is a true physical transmutation. You need not assume the form of an existing creature, as long as the table agrees your new form makes sense as a Space creature.

Space creatures are profoundly alien, as outlined under Attune, and Consequences may adversely effect your mental health.

Warp Whimsy can be used as a Set Up action for other actions, but may penalize others as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Space abilities inherently, without risking stress.

Outcome determines the degree of transformation possible:

  • Limited Outcome — You become a monstrous version of yourself, recognizable but horrific, your body held together by an alien multi-dimensional framework.
  • Standard Outcome — You become a generic Space creature, very difficult to recognize as yourself, alien and unsettling.
  • Great Outcome — You assume the form of a subtle Space creature — strange and inhuman, but not overtly terrifying.

Warp Whisper

Warp Whimsy on others.

This is Warp Whimsy applied to another creature that is willing or unable to resist. The duration depends on Outcome:

  • Limited Outcome — Very brief.
  • Standard Outcome — Lasts for the duration of a score.
  • Great Outcome — Lasts longer, depending on the fiction; when used as punishment, this can be permanent.

If you also want the target to be unrecognizable and not terrifying, that requires additional Outcome — see Warp Whimsy.

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Finesse

Exercise finesse with Space, manipulating distance, motion, and attacks with precise control.

Measured Mount

Ride a Space mount or vehicle.

This allows you to use Finesse with Space creature mounts and Space vehicles you are not familiar with. Space vehicles are conveyances that teleport, fold distance, or travel to or through outer space. You can ride Space creatures even if they are not trained to carry a rider, provided they are physically capable of doing so.

Measured Maneuver

Fine and Potent duel cut.

You cut as if wielding a Fine and Potent Finesse weapon. You actually sever the spatial connection between different parts of the target. This is easier to do on a very homogenus target such as a steel strut than through a complex target of many components, like a human.

Aside from damage type, this only substitutes for equipment; a mundane Fine and Potent weapon is equally effective. In a fight, activating this power takes no additional time and is equivalent to drawing a weapon.

You cut as if wielding a Fine and Potent Finesse weapon. This severs the spatial connection between different parts of a target, especially effective against homogeneous or continuous targets such as beams, struts, or walls, where space is easier to misalign, often improving Effect.

Aside from damage type, this only substitutes for equipment; a mundane Fine and Potent weapon is equally effective. In a fight, activating this power takes no additional time and is equivalent to drawing a weapon.

Measured Mapping

Warp tactical distance.

You subtly warp nearby distances, making creatures and objects effectively closer together or farther apart. You can pull nearby enemies into melee, push creatures out of melee, or distort spacing to disrupt formations.

This facilitates pursuit and escape and prevents opponents from benefiting from Scale (p 221). You can combine this with an attack using Measured Maneuver in the same move.

Measured Metric

Warp long distances.

You selectively shorten distance for yourself and your crew. This reliably lets you cover more ground than opponents, even if your actual speed is slower. When advantage is determined by speed, you are always treated as faster.

This works best in open or unobstructed environments such as open terrain, skies, or highways. It is less effective in dense crowds, confined interiors, or rough ground.

When used for travel, this effect creates spatial strain and vortex-like distortion. You require assistance to move significant mass, but you can compress an hour of travel into a minute or two.


Hunt

Track, attack, and unleash devastating barrages with the power of Hunt Space. At short range, these abilities can be dangerous to you and those near you.

Space attacks cut and dislocate, separating parts that should occupy the same location. The resulting wounds resemble those inflicted by an impossibly sharp blade.

Distant Direction

Dimensional tracking.

You can track creatures that travel outside normal space, allowing you to determine the destination of teleportation, phasing, or dimensional movement. This includes powers that allow movement through solid matter, such as many Prowl abilities.

With this information, you can use other abilities to follow your quarry. Consequences usually involve losing the trail; with worse Position, the information gained may land you somewhere unintended.

Distant Designation

Slicing ranged attack.

You cut at a distance as if wielding a Fine and Potent ranged weapon. Rather than projecting force, you sever the spatial connection between parts of the target.

This has better Effect against homogeneous targets, such as steel struts or walls, while complex, articulated targets like living creatures suffer the normal Effect.

This substitutes for traditional equipment; a Fine and Potent ranged weapon would be equally effective in most cases.

Distant Displacement

Confuse dimensions.

You warp distances across a wide area, compressing or stretching space so that things become closer together or farther apart. Distances are typically halved or doubled.

This can establish optimal sniping range, disrupt formations, or accelerate pursuits. The effect is less dramatic than Finesse: Measured Mapping, but applies over a much larger area.

This is often used as a Set Up action. Consequences may include spatial instability, disorientation, or drawing attention.

Distant Dispatch

Spatial explosion.

An escalation of Distant Designation. This attack is less precise and affects all creatures at a location, with a risk of collateral damage.

You can Harm an entire enemy Cohort (p. 96) with full Effect. Targets behind solid cover such as walls or trenches are not directly harmed, but are usually forced to take cover, granting your side the initiative.

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Prowl

Sneak and move through space with stealth and agility.

Spatial Skulk

Hide in tiny spaces.

Hide in tiny cracks and cover, as long as they are large enough to admit your normal-sized hand. It otherwise works like any other attempt to use Prowl to avoid notice. Only you can use this ability; your friends and allies cannot unless you also use Spatial Circuit, below.

Spatial Shortcut

Teleport line-of-sight.

Teleport instantly to a location you can see clearly. Your friends and allies cannot use this ability unless you also employ Spatial Circuit, below.

Spatial Circuit

Crew Space Prowl.

You and your allies can use Spatial Skulk or Spatial Shortcut. Each participant still rolls their own Prowl action. If you travel together, this can be a Group Action.

Spatial Circle

Travel Teleport Circles.

You and your crew can teleport from one Teleport Circle to another Teleport Circle whose pattern you know anywhere in the world.

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Skirmish

Prosper in the chaos of battle.

Metered Mantle

Resist Space and speed Harm.

This allows you to ignore most harm from Space attacks, attacks from Space creatures, and damage from falls and crashes. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Metered Momentum

Fine, Potent melee attack.

This severs the spatial connection between parts of the target. The cut is cleaner (better Effect) against homogeneous targets such as steel struts than against complex, articulated targets like living creatures (normal Effect). Besides variety in the type of damage, this only substitutes for equipment, a Fine and Potent weapon is just as effective.

Metered Matrix

Space distortions prevent Scale.

You manipulate location and distance, enabling you to hinder a crowd of opponents to get to you. This attacks like Metered Momentum and also negates Scale (p 221).

Metered Mandate

Attack all in a melee.

Turns you into a one-man army attacking from all directions. Not only do you negate the advantage your enemy may get from Scale, you also do full damage to an entire cohort gang (p 96).

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Study

Study and analyze Space objects, creatures, and abilities. The Outcome required depends on range:

  • Limited Outcome for touch.
  • Standard Outcome for line of sight.
  • Great Outcome to reach a target you know of or have some link to, but which is out of line of sight.

Position depends on the situation. Safely in your base, the Position is Controlled. In the middle of a fight or when pinned down, the Position is Desperate. Sometimes the thing you are researching is dangerous in itself, worsening Position. Consequences may provide knowledge that lacks crucial details or arise from dangers in the environment.

Layered Lens

Identify Space.

You learn the name of Space items, creatures, and Powers, along with very basic narrative information. This does not include detailed abilities or actual rules.

Looped Lens

Analyze Space.

You learn any abilities of Space-related items, creatures, and Powers. This includes actual rules and game results.

You can detect whether teleportation has occurred nearby and determine where a creature teleported to or from. You can analyze teleport circles, locations where teleportation is blocked or altered, traps designed to affect teleporters, and common arrival or departure points.

Location Lens

Determine the location of a target.

You determine the location of a creature or object you either know or have some kind of link to. A link may be a relative, a personal item, a True Name, or a place the target is from or has recently visited.

Range is calculated to the link, effectively trivializing distance concerns. This enables teleportation powers that target a detected location, such as Prowl: Spatial Shortcut.

Layout Lens

Wide-area spatial analysis.

You gain a detailed overview of the locations of Space-related items, creatures, and Powers within Range (p. 221). This enables location-based teleport effects such as Prowl: Spatial Shortcut to target any of these locations, but does not bypass teleportation hazards.

Survey

Survey spots and spies. Space allows this perception to originate from distant locations, making Survey exceptionally versatile.

The Outcome required depends on the target’s concealment.

  • Limited Outcome finds targets behind light cover or in distant places you can barely perceive.
  • Standard Outcome allows perception behind walls and into hard cover.
  • Great Outcome reveals far-away places and locations you had no prior awareness of.

Observe Outline

Sense Space and teleports.

Perceive and locate disturbances in Space, including Space creatures, Space Powers, and teleports of any kind. You cannot distinguish between these sources or analyze what occurred, but you learn the exact location of each.

Observe Objective

See from another location.

You move your perception to a location you specify and sense as if you were physically present, as long as you maintain concentration. You define coordinates for the sensor; if they are inaccurate, it may appear inside solid matter or empty space. You still perceive your actual location, but only dimly.

Observe Origin

See a specific target.

Similar to Observe Objective, but focused on a specific creature or position. Your senses are automatically routed to the best available vantage point for Observe Objective, close enough to observe the target clearly.

Observe Overlay

Perceive a wide area.

Your senses expand impossibly, as if distributed across many viewpoints at once. You gain a comprehensive mental image of the area, primarily resolving solid shapes and static structures into a detailed three-dimensional map.

Moving targets appear blurred, especially if they move unpredictably. It is difficult to hide from Observe Overlay unless a target is in constant, erratic motion.

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Sway

Communicate, mesmerize, and manipulate Space creatures and induce the mood to go with the flow, willing to travel, ignoring strange events and distractions. Space creatures are alien and rare in many settings, which limits the use of Sway Space.

Local Listener

Understand Space creatures.

You can gauge the mood and motivations of Space creatures and understand what they are saying.

Space creatures have extremely alien viewpoints, often to the point of seeming insane to ordinary beings. Attempting to interpret their deeper motivations risks psychological or metaphysical backlash. Because of this, it is wise to limit Local Listener to sensing immediate intentions rather than long-term goals or abstract desires.

You can also sense creatures of any type that are currently inclined to go with the flow, willing to travel, or ready to ignore strange events and distractions.

Local Language

Crew talks Space.

This allows you and your crew to use the Sway action at full power with Space creatures, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.

You can also make any creature more inclined to go with the flow, willing to travel, and dismissive of strange events or distractions.

Local Lure

Suggestions to Space creatures.

This is an enhanced Sway attempt, allowing you to implant suggestions in Space creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Local Love

Gain the love of a Space creature.

You permanently and blatantly change the motivations, attitudes, and values of a Space creature that is willing or unable to resist. The target remembers its past but considers it unimportant compared to its new priorities.

There are limits to this power — you cannot make a Space creature sane, grounded, or inclined to remain in one place. Exceptional circumstances or powerful effects can undo this change, but Space creatures are prone to such sudden changes

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Tinker

Manipulate, shape, and create objects and constructions imbued with Space power to suit your needs. This includes spacecraft and teleportation devices of all kinds, as well as devices that measure changes in distance and location, such as gyros, rangefinders (of any type), radar, or alarms.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.

Proportional Precision

Work at a tiny scale.

You precisely control small objects, allowing repair and assembly work at extremely fine scales. This replaces precision tools such as those used by watchmakers or micro-mechanics.

Proportional Partition

Reach into walls.

You reach through solid barriers to manipulate internal components such as alarms, locks, wiring, and other concealed mechanisms.

This either improves Position or increases Effect when working with locks, alarms, and other projects where the desired point of interaction is normally inaccessible.

Proportional Protocol

Shrink or enlarge objects.

You can shrink or enlarge inanimate objects by manipulating their proportional relationship to space.

Shrinking allows objects to be reduced so they do not count against your Load. This is most often used as a flashback to justify bringing items along without exceeding Load limits, but it can also be used during a score to shrink an object for later transport.

  • Limited — An object of Load ☐
  • Standard — An object of Load ☐☐
  • Great — An object up to the size of a motorcycle

You can also enlarge tiny objects, work on them, and then allow them to shrink back to their original size. This enables extremely precise work that would normally require a highly advanced workshop, such as a clean room.

Proportional Placement

Create Teleport Circles.

You can create a Teleport Circle: an immobile arrangement of geometric forms used for teleportation.

A Teleport Circle may be a pattern etched into stone or floor, a ring of standing stones, arrangements of different kinds of trees, or any other structure that can be interpreted as a coherent geometric pattern. Some Teleport Circles incorporate stellar phenomena such as the sun, moon, planets, or stars, making them usable only at specific times when the configuration is correct.

Each Teleport Circle has a unique pattern. Anyone who knows this pattern can use Spatial Circuit to teleport to that Teleport Circle, provided it is within the same region. While standing at a Teleport Circle, you can use Spatial Circuit to teleport to any other Teleport Circle whose pattern you know.

Destroying a Teleport Circle may be easy or difficult depending on its construction and how recognizable it is as a teleportation pattern. A chalk-drawn pattern is fragile and easily disrupted. A circle of standing stones is durable. A circle defined by a single stone aligned with distant stars or planets may function only on certain dates, but can be extremely difficult to locate or destroy.

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Wreck

Wreck Space can disintegrate matter, but mainly deals with damaging the space continuum, making it harder to teleport.

Warp Wrinkle

Block teleports into area.

Wrinkle the space continuum, making teleporting out of or into an Area (p. 221) more difficult. This reduces effect by two steps (this means you normally start at no effect) and worsens Position. If Position is already deadly, reduce effect by an additional step. When used against NPCs this is played out as a more conventional action where a success prevents the opposition from teleporting. This can then act as a setup or just steer the story. As a long-term project this can last a long term, and potentially be made permanent. Such an advanced Warp Wrinkle can have holes to which anyone can safely teleport, or codes that allow those having the code to ignore the Warp Wrinkle.

You can also use this as a Fine, Potent cleaver in combat.

Warp Wreck

Teleport pieces of an object.

You can teleport small bits of an object a short distance, creating cracks and weakness in a material. It is good at destroying small precise structures like clockwork and electronics. It is good for weakening strong structures, but not so good at actually destroying them.

You can also teleport small parts of a creature as an attack similar to a Fine and Potent weapon.

Warp Vanish

Destroyed targets silently disappear.

Warp Wreck, but instead of teleporting the pieces, they disappear into other dimensions. This can clear out evidence and remove dangerous substances. It is very hard to recover things teleported away in this manner.

Warp Wrath

Warp Wrinkle over a large area.

Warp Wrinkle, but affecting an Area (p. 221). It harms both creatures and things and does full damage to gang cohorts.

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