Difference between revisions of "Space Powers (FiD)"

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{{FiD}}
 
 
{{FiD-Powers}}
 
{{FiD-Powers}}
Governs location and distance, and is thus the power to teleport and create extradimensional spaces.
+
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.
+
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 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.
 +
The signature ability of Space is teleportation.
  
Space attacks cut and dislocate.
+
Space attacks cut, shear, and dislocate.
 +
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.
+
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 Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''   
 
|align="left" valign="top" | '''Attune'''   
|valign="top"| '''Spatial Sight'''   <br> Detect Space creatures and powers.  
+
|valign="top"| '''[[#Planar_Perception|Planar Perception]]''' <br> Detect Space.
|valign="top"| '''Rift Rejection''' <br> Dismiss any creature. Stop any teleport or Space power.  
+
|valign="top"| '''[[#Planar_Push|Planar Push]]''' <br> Dismiss teleport.
|valign="top"| '''Spatial Summons''' <br> Summon a space creature.  
+
|valign="top"| '''[[#Planar_Projection|Planar Projection]]''' <br> Summon Space.  
|valign="top"| '''Grand Gate'''     <br> Create a portal that allows travel to and from any plane.  
+
|valign="top"| '''[[#Planar_Portal|Planar Portal]]''' <br> Gate to any plane.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''   
 
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Warp Whisper'''   <br> Command allies over any distance, they cannot answer.  
+
|valign="top"| '''[[#Cosmic_Contact|Cosmic Contact]]''' <br> Space intimidation.
|valign="top"| '''Space Speech'''   <br> You and allies can communicate over any distance.
+
|valign="top"| '''[[#Cosmic_Call|Cosmic Call]]''' <br> Signal across space.
|valign="top"| '''Cosmic Command''' <br> Command space creatures as if you were their superior.  
+
|valign="top"| '''[[#Cosmic_Command|Cosmic Command]]''' <br> Command Space.
|valign="top"| '''Cosmic Conquest''' <br> Permanently bind a space creature to service.
+
|valign="top"| '''[[#Cosmic_Conquest|Cosmic Conquest]]''' <br> Bind Space.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''   
 
|align="left" valign="top" | '''Consort'''   
|valign="top"| '''Warp Wardrobe'''     <br> Alter your dimensions.  
+
|valign="top"| '''[[#Warp_Width|Warp Width]]''' <br> Alter your dimensions.
|valign="top"| '''Dislocate'''         <br> Separate parts of your body.
+
|valign="top"| '''[[#Warp_Whip|Warp Whip]]''' <br> Separate body parts.
|valign="top"| '''Cosmic Conversion''' <br> Assume the form of a Space creature.  
+
|valign="top"| '''[[#Warp_Whimsy|Warp Whimsy]]''' <br> Transform self.
|valign="top"| '''Spatial Synthesis''' <br> Cosmic Conversion on others.
+
|valign="top"| '''[[#Warp_Whisper|Warp Whisper]]''' <br> Transform Crew.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''   
 
|align="left" valign="top" | '''Finesse'''   
|valign="top"| '''Warp Walker'''         <br> Ride a Space mount or vehicle.  
+
|valign="top"| '''[[#Measured_Mount|Measured Mount]]''' <br> Ride Space.
|valign="top"| '''Spatial Slice'''       <br> Cut like a fine potent dueling sword.
+
|valign="top"| '''[[#Measured_Maneuver|Measured Maneuver]]''' <br> Fine and Potent cut.
|valign="top"| '''Displace Dimensions''' <br> Lengthen or shorten distances.
+
|valign="top"| '''[[#Measured_Mapping|Measured Mapping]]''' <br> Tactical Warp.
|valign="top"| '''Spatial Surge'''       <br> Spatial Slice and suppress scale.  
+
|valign="top"| '''[[#Measured_Metric|Measured Metric]]''' <br> Long distance Warp.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Warp Watch'''     <br> Track a teleporting or dimension warping creature.
+
|valign="top"| '''[[#Distant_Direction|Distant Direction]]''' <br> Dimensional tracking.
|valign="top"| '''Spatial Sniper''' <br> Ranged attack similar to a fine and potent rifle.
+
|valign="top"| '''[[#Distant_Designation|Distant Designation]]''' <br> Slicing snipe.
|valign="top"| '''World Waves'''   <br> Twist dimensions making an area confusing.
+
|valign="top"| '''[[#Distant_Displacement|Distant Displacement]]''' <br> Confuse dimensions.
|valign="top"| '''Warp Wrath'''     <br> Attack similar to a fine and potent grenade.  
+
|valign="top"| '''[[#Distant_Dispatch|Distant Dispatch]]''' <br> Spatial explosion.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''   
 
|align="left" valign="top" | '''Prowl'''   
|valign="top"| '''Spatial Stealth''' <br> Hide in tiny cracks.
+
|valign="top"| '''[[#Spatial_Skulk|Spatial Skulk]]''' <br> Make yourself flat.
|valign="top"| '''Spatial Step'''   <br> Teleport line-of-sight.  
+
|valign="top"| '''[[#Spatial_Shortcut|Spatial Shortcut]]''' <br> Line-of-sight teleport.
|valign="top"| '''Convey Crowd'''   <br> Crew Spatial Stealth or Spatial Step.
+
|valign="top"| '''[[#Spatial_Circuit|Spatial Circuit]]''' <br> Crew Space Prowl.
|valign="top"| '''Spatial Circle''' <br> Create or use teleport circles.
+
|valign="top"| '''[[#Spatial_Circle|Spatial Circle]]''' <br> Use Teleport Circles.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''   
 
|align="left" valign="top" | '''Skirmish'''   
|valign="top"| '''Warp Whack'''     <br> Cut opponents, similar to a cutlass.  
+
|valign="top"| '''[[#Metered_Mantle|Metered Mantle]]'''     <br> Resist Space Harm.
|valign="top"| '''Slice and Dice''' <br> Warp Whack, and the attack is fine and potent.
+
|valign="top"| '''[[#Metered_Momentum|Metered Momentum]]''' <br> Melee attack.
|valign="top"| '''Shift and Slice''' <br> Warp Whack, and Spatial distortions prevent scale.
+
|valign="top"| '''[[#Metered_Matrix|Metered Matrix]]'''     <br> Gain Scale.
|valign="top"| '''Slice Storm'''     <br> Attack all enemies in a melee.
+
|valign="top"| '''[[#Metered_Mandate|Metered Mandate]]'''   <br> Group Action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''   
 
|align="left" valign="top" | '''Study'''   
|valign="top"| '''Warp Watcher'''       <br> Identify space creatures and powers.
+
|valign="top"| '''[[#Layered_Lens|Layered Lens]]''' <br> Identify Space.
|valign="top"| '''Teleport Trace'''     <br> Analyze teleports and Space creatures and powers.
+
|valign="top"| '''[[#Looped_Lens|Looped Lens]]''' <br> Analyze Space.
|valign="top"| '''Dimension Detection''' <br> Find the location of a creature or object you know.
+
|valign="top"| '''[[#Location_Lens|Location Lens]]''' <br> Locate target.
|valign="top"| '''Omniscience'''         <br> Teleport Trace over a large area.
+
|valign="top"| '''[[#Layout_Lens|Layout Lens]]''' <br> Wide-area analysis.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''   
 
|align="left" valign="top" | '''Survey'''   
|valign="top"| '''Spatial Scan'''   <br> Sense Space powers and teleports.
+
|valign="top"| '''[[#Observe_Outline|Observe Outline]]''' <br> Sense Space.
|valign="top"| '''Warped Watch'''   <br> Choose a location; see as if you were there.
+
|valign="top"| '''[[#Observe_Objective|Observe Objective]]''' <br> See from a location.
|valign="top"| '''Spatial Scrying''' <br> See a creature or object of your choice.
+
|valign="top"| '''[[#Observe_Origin|Observe Origin]]''' <br> Spy from a location.
|valign="top"| '''Space Sight'''     <br> Perceive everything at once over a wide area.
+
|valign="top"| '''[[#Observe_Overlay|Observe Overlay]]''' <br> Perceive a wide area.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Local Listener''' <br> Understand Space creatures and gain a basic understanding of their agenda.  
+
|valign="top"| '''[[#Local_Listener|Local Listener]]''' <br> Understand Space.
|valign="top"| '''Spatial Speech''' <br> You and allies can communicate with Space creatures. Make folk go with the flow.
+
|valign="top"| '''[[#Local_Language|Local Language]]''' <br> Crew talks Space.
|valign="top"| '''Warp Whisper'''   <br> Implant suggestions in the mind of space creatures.
+
|valign="top"| '''[[#Local_Lure|Local Lure]]''' <br> Suggest Space.
|valign="top"| '''Space Serenade''' <br> Long-term change the personality and motivations of space creatures.
+
|valign="top"| '''[[#Local_Love|Local Love]]''' <br> Tame Space.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''   
 
|align="left" valign="top" | '''Tinker'''   
|valign="top"| '''Spatial Skill'''         <br> Work at a tiny scale.
+
|valign="top"| '''[[#Proportional_Precision|Proportional Precision]]''' <br> Work at a tiny scale.
|valign="top"| '''Dimensional Dexterity''' <br> Shrink or enlarge objects.  
+
|valign="top"| '''[[#Proportional_Partition|Proportional Partition]]''' <br> Reach into walls.
|valign="top"| '''Teleport  Technician''' <br> Reach into walls.
+
|valign="top"| '''[[#Proportional_Protocol|Proportional Protocol]]''' <br> Shrink/enlarge objects.
|valign="top"| '''Spatial Synthesis'''     <br> Reach into several walls.
+
|valign="top"| '''[[#Proportional_Placement|Proportional Placement]]''' <br> Create Teleport Circles.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''   
 
|align="left" valign="top" | '''Wreck'''   
|valign="top"| '''Warp Wreck'''   <br> Teleport pieces of an object.
+
|valign="top"| '''[[#Warp_Wrinkle|Warp Wrinkle]]''' <br> Block teleports.
|valign="top"| '''Warp Wrinkle''' <br> Noisily smash by twisting dimensions.  
+
|valign="top"| '''[[#Warp_Wreck|Warp Wreck]]''' <br> Teleport partial objects.
|valign="top"| '''Warp Vanish''' <br> Destroyed targets silently disappear.
+
|valign="top"| '''[[#Warp_Vanish|Warp Vanish]]''' <br> Silent disintegration.
|valign="top"| '''Warp Wrath'''   <br> Warp Wrinkle over a large area.  
+
|valign="top"| '''[[#Warp_Wrath|Warp Wrath]]''' <br> Area teleport block.
 
|}
 
|}
  
== Expanded Space Powers ==
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
== 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.
  
The consequences usually depends on what happens around you when you do it. 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.
+
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.
  
'''Spatial Sight'''
+
==== Planar Perception ====
Detect Space creatures and powers.
+
Detect Space.
  
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. Limited outcome suffices against a creature you can clearly see. You need greater outcome against against a creature that is hidden (standard outcome) or behind a wall (great outcome).
+
You can see any [[Spirit (FiD)|Spirits]] and detect Space creatures and powers.
 +
{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Rift Rejection'''
+
==== Planar Push ====
Dismiss any creature. Stop any teleport or Space power.
+
Dismiss teleport.
  
 
You can dismiss any summoned creature by using its connection to its home plane.
 
You can dismiss any summoned creature by using its connection to its home plane.
Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome.
+
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_(FiD)|Spirit]] to materialize or dematerialize as you wish.
  
Dispelling is usually easier. You can dispel any Space power and any power that affects a Space creature or any teleporter or gate.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
+
==== Planar Projection ====
 +
Summon Space.  
  
It can also be used to break the continuing results of powers. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to teleport you may stop them from escaping.
+
Space creatures are monsters and alien creatures out of the depth of space and the cracks and left-over spaces of creation.
  
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.
+
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.  
  
'''Spatial Summons'''
+
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.  
Summon a space creature.  
 
  
Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple powers and maintain powers you have created.
+
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.
  
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. 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 or block of data. 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.
+
{{ : Include Attune Summon (FiD) }}
  
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.
+
==== Planar Portal ====
 +
Gate to any plane.
  
Space creatures normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. They are very alien tough, some with disconnected body parts, others completely lacking symmetry or even a fixed form. Many can survive and travel in space at great speed.
+
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 [[Powers_(FiD)#Forms|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.
  
Depending on your outcome the creature is willing to do different things. Limited outcome 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.
+
If you know the pattern of a [[#Proportional_Placement|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.
  
Standard outcome allows you to ask for any service appropriate to the type of creature. A Space creature will transport you or carry messages or even fight for you.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes.
+
=== Command ===
Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.
+
Command and intimidate Space creatures, projecting authority.
 +
Position and Effect depend on the situation and your relationship with the listeners.
  
Typical consequences include:
+
==== Cosmic Contact ====
 +
Space intimidation.
  
* A bargain of payment in things the creature prizes. Each Space creature is different here.
+
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.
* The creature strikes out at you once.
+
This provides the leverage needed to use Command to intimidate without actual violence, but Space effects are inherently conspicuous and unsettling.
* You need to concentrate to keep the creature under control.
 
* The creature breaks things around you.
 
* Overly literal interpretations of your commands.
 
* The creature deliberately does its tasks poorly.
 
* Demanding not to be summoned again until some time or event has passed.
 
  
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for outcome (called trading position for effect in the rulebook), but it might come from a difference in ethos. If you are a priest of a sane religion and summon a Space creature, or if the summon is three or more tiers above you, the position will be desperate.
+
Space creatures understand your commands and recognize you as a being worth acknowledging, but you do not understand their speech or intentions.
Desperate consequences include a tightwire struggle to keep the creature under control, a demand that 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.
 
  
'''Grand Gate'''
+
==== Cosmic Call ====
Create a portal that allows travel to and from any plane.
+
Signal across space.
  
You can open a gate to any plane you have sufficient information on. A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
+
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.
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.
 
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
A creature is less likely to be contacted using Space instead of whatever power it is linked to.
 
 
=== Command ===
 
Command and intimidate Space creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
 
  
'''Warp Whisper'''
+
Targets are not compelled to respond; if they refuse cooperation, no message is exchanged.
Command allies over any distance, they cannot answer.
+
This is not scrying.Anyone near you or the target can join the conversation, but only the participants are visible—never their surroundings.
  
This is useful for intimidating Space creatures commanding foreign or alien subordinates. Combined with Sway: Local Listener, it allows two-way communication.
+
==== Cosmic Command ====
 +
Command Space.
  
'''Space Speech'''
+
Your commands ignore penalties for alien mindset, inhuman perception, or lack of shared social context when interacting with Space creatures.
You and allies can communicate over any distance.
+
Targets perceive you as a higher-order spatial authority, as if you outrank them.
  
You can project an image of yourself to communicate with any creature you are familiar with over any distance, even across planar barriers.  
+
This does not erase existing loyalties, which can lead to internal conflicts or resistance.
Anyone near you or the target can see and hear anyone joining the conversation, but not the surroundings.
+
Understanding the social order of Space creatures can mitigate these conflicts, but this is difficult due to their alien nature.
Targets do not need to respond, if they refuse to cooperate no message gets through.
+
In general, ordering Space creatures to move is easier than ordering them to remain still.
  
'''Cosmic Command'''
+
While Effect is resolved as if you outrank the target, Position reflects the underlying truth of the hierarchy.
Command space creatures as if you were their superior.
 
  
Space creatures see you as an alpha or leader type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering space creatures to bugger off is easier than it is to make them remain still.
+
* '''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.
  
Limited outcome might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard outcome makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great outcome means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
+
==== Cosmic Conquest ====
 +
Bind Space.
  
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
+
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.
  
'''Cosmic Conquest'''
+
The effect is similar to Cosmic Command, but permanent.
Permanently bind a space creature to service.
+
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.
  
This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
They may still flit in and out of existence.
 
  
 
=== Consort ===
 
=== Consort ===
Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action. This may give a bonus to effect or improved position, make success automatic, or even allow an action that a human could not do.
+
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 consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
+
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 Wardrobe'''
+
==== Warp Width ====
 
Alter your dimensions.
 
Alter your dimensions.
  
Alter your own dimensions and those of your clothes and accessories, making you elongated or compressed like a fun-house mirror. Unlike most other Basic Consort powers, this is an actual change, and allows you to vary your size from 20% to 200% of normal in each dimension independently, you can become twice as tall and only one-fith as wide or any other combination. Your weight does not change.
+
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 ====
 +
Transform self.
  
'''Dislocate'''
+
This is a true physical transmutation. 
Separate parts of your body.
+
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.
  
Separate parts of your body that will still work normally, but at a distance.
+
Space creatures are profoundly alien, as outlined under Attune, and Consequences may adversely effect your mental health.
You withdraw your limbs into higher dimensions and then have them emerge in other, nearby locations.
 
This also allows you to squeeze through walls.
 
Your dislocated parts are still connected to you, only through other dimensions.
 
You can move them normally.
 
This is usually used as a setup action to aid other actions by extending your reach (by dislocating hands) or viewpoint (by dislocating the head).  
 
  
'''Cosmic Conversion'''
+
Warp Whimsy can be used as a Set Up action for other actions, but may penalize others as appropriate to your new form. 
Assume the form of a Space creature.
+
When appropriate, your new form can use Basic and Advanced Space abilities inherently, without risking stress.
  
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Outcome determines the degree of transformation possible:
Space creatures are really weird, as outlined under Attune: Spatial Summons, and using such a shape might have adverse effects on your mental health.
 
  
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
+
* '''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.
  
With limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard outcome can make you a generic creature, very hard to recognize as yourself. Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
+
==== Warp Whisper ====
 +
Transform Crew.
  
'''Spatial Synthesis'''
+
This is Warp Whimsy applied to your Crew or another creature that is willing or unable to resist. 
Cosmic Conversion on others.
+
The duration depends on Outcome:
  
This is Cosmic Conversion applied to another creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Shapechange.
+
* '''Limited Outcome''' — One scene.
 +
* '''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.
  
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
+
If you also want the target to be unrecognizable and not terrifying, that requires additional Outcome — see Warp Whimsy.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
'''Warp Walker'''
+
Exercise finesse with Space, manipulating distance, motion, and attacks with precise control.
 +
 
 +
==== Measured Mount ====
 +
Ride Space.
 +
 
 
Ride a Space mount or vehicle.
 
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 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 ====
 +
Tactical Warp.
 +
 +
You subtly warp distance, making nearby creatures and objects effectively closer together or farther apart. {{ Include Finesse Master }}
 +
 +
==== Measured Metric ====
 +
Long distance Warp.
 +
 +
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.
  
'''Spatial Slice'''
+
This works best in open or unobstructed environments such as open terrain, skies, or highways.
Cut like a fine potent dueling sword.
+
It is less effective in dense crowds, confined interiors, or rough ground.
  
'''Displace Dimensions'''
+
When used for travel, this effect creates spatial strain and vortex-like distortion.
Lengthen or shorten distances.
+
You require assistance to move significant mass, but you can compress an hour of travel into a minute or two.
  
'''Spatial Surge'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Spatial Slice and suppress scale.
 
  
 
=== Hunt ===
 
=== Hunt ===
'''Warp Watch'''
+
Track, attack, and unleash devastating barrages with the power of Hunt Space.
Track a teleporting or dimension warping creature.
+
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 snipe.
 +
 
 +
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 [[#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.
  
'''Spatial Sniper'''
+
==== Distant Dispatch ====
Ranged attack similar to a fine and potent rifle.
+
Spatial explosion.
  
'''World Waves'''
+
An escalation of [[#Distant Designation|Distant Designation]].
Twist dimensions making an area confusing.
+
This attack is less precise and affects all creatures at a location, with a risk of collateral damage.
  
'''Warp Wrath'''
+
You can Harm an entire enemy Cohort (p. 96) with full Effect.
Attack similar to a fine and potent grenade.
+
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.
  
Warp Wrinkle over a large area. Can level a city block, break conduits, or raze a concrete bridge. 
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
'''Spatial Stealth'''
+
Sneak and move through space with stealth and agility. 
Hide in tiny cracks.
+
 
 +
==== Spatial Skulk ====
 +
Make yourself flat.
 +
 
 +
Flatten your body along one axis, becoming nearly two-dimensional.
 +
From directly in front of your plane you are extremely difficult to see, but observers at an angle see you normally.
 +
 
 +
==== Spatial Shortcut ====
 +
Line-of-sight teleport.
 +
 
 +
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.
  
Hide in tiny cracks and cover as long as they are large enough to hide your head.
+
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 Step'''
+
==== Spatial Circle ====
Teleport line-of-sight.
+
Use Teleport Circles.
  
'''Convey Crowd'''
+
You and your crew can teleport to a [[#Proportional_Placement|Teleport Circle]] within Range (p. 221) whose pattern you know.
Crew Spatial Stealth or Spatial Step.
 
  
'''Spatial Circle'''
+
More remarkable, you can teleport from one [[#Proportional_Placement|Teleport Circle]] to another Teleport Circle whose pattern you know anywhere in the world.
Create or use teleport circles.
 
  
Create a teleport circle or teleport to a known teleport circle over a very long range.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
'''Warp Whack'''
+
Prosper in the chaos of battle.
Cut opponents, similar to a cutlass.
+
 
 +
==== Metered Mantle ====
 +
Resist Space Harm.
 +
 
 +
This allows you to ignore most harm from Space attacks, attacks from Space creatures, and damage from acceleration, including falls and crashes.
 +
{{ : Damage Resistance Template (FiD)}}
 +
 
 +
==== Metered Momentum ====
 +
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 ====
 +
Gain Scale.
 +
 
 +
You manipulate location and distance, enabling you to gain Scale (p 221).
  
'''Slice and Dice'''
+
==== Metered Mandate ====
Warp Whack, and the attack is fine and potent.
+
Group Action.
  
'''Shift and Slice'''
+
This allows you and allies to initiate a Group Action when navigating or working with precision. {{ : Apex Skirmish Include (FiD) }}
Warp Whack, and Spatial distortions prevent scale.
 
  
'''Slice Storm'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Attack all enemies in a melee.
 
  
 
=== Study ===
 
=== Study ===
'''Warp Watcher'''
+
Study and analyze Space objects, creatures, and abilities.
Identify space creatures and powers.
+
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.
 +
 
 +
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.
  
'''Teleport Trace'''
+
==== Location Lens ====
Analyze teleports and Space creatures and powers.
+
Locate target.
  
'''Dimension Detection'''
+
You determine the location of a creature or object you either know or have some kind of link to.
Find the location of a creature or object you know.
+
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.
  
Find the location of a creature or object you know. Enables Spatial Step to their location.
+
Range is calculated to the link, effectively trivializing distance concerns.
 +
This enables teleportation powers that target a detected location, such as [[#Spatial_Shortcut|Prowl: Spatial Shortcut]].
  
'''Omniscience'''
+
==== Layout Lens ====
Teleport Trace over a large area.
+
Wide-area analysis.
 +
 
 +
You gain a detailed overview of the locations of Space-related items, creatures, and Powers within an Area (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 ===
'''Spatial Scan'''
+
Survey spots and spies.
Sense Space powers and teleports.
+
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.
 +
 
 +
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 a 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 ====
 +
Spy from a location.
 +
 
 +
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.
  
'''Warped Watch'''
+
Your senses expand impossibly, as if distributed across many viewpoints at once.
Choose a location; see as if you were there.
+
You gain a comprehensive mental image of the area, primarily resolving solid shapes and static structures into a detailed three-dimensional map.
  
'''Spatial Scrying'''
+
Moving targets appear blurred, especially if they move unpredictably.
See a creature or object of your choice.
+
It is difficult to hide from Observe Overlay unless a target is in constant, erratic motion.
  
'''Space Sight'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Perceive everything at once over a wide area.
 
  
 
=== Sway ===
 
=== Sway ===
'''Local Listener'''
+
Communicate, mesmerize, and manipulate Space creatures and induce the mood to go with the flow, willing to travel, ignoring strange events and distractions.
Understand Space creatures and gain a basic understanding of their agenda.
+
Space creatures are alien and rare in many settings, which limits the use of Sway Space.
 +
 
 +
==== Local Listener ====
 +
Understand Space.
 +
 
 +
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 ====
 +
Suggest Space.
  
'''Spatial Speech'''
+
This is an enhanced Sway attempt, allowing you to implant suggestions in Space creatures that will trigger under conditions you set.  
You and allies can communicate with Space creatures. Make folk go with the flow.
+
The power remains subtle until the suggestion is activated. The target will not remember being swayed.
  
You and allies can communicate with Space creatures. You can make folk more apt to go with the flow, ignoring strange events and distractions.
+
==== Local Love ====
 +
Tame Space.
  
'''Warp Whisper'''
+
You permanently and blatantly change the motivations, attitudes, and values of a Space creature that is willing or unable to resist.
Implant suggestions in the mind of space creatures.
+
The target remembers its past but considers it unimportant compared to its new priorities.
  
'''Space Serenade'''
+
There are limits to this power — you cannot make a Space creature sane, grounded, or inclined to remain in one place.
Long-term change the personality and motivations of space creatures.
+
Only exceptional circumstances or powerful effects can undo this change, but Space creatures are prone to such sudden changes
  
Long-term change the personality and motivations of space creatures. Such changes will last for the score at the very least, but they can randomly end.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
'''Spatial Skill'''
+
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.
 +
{{ : Include Tinker (FiD) }}
 +
 
 +
==== Proportional Precision ====
 
Work at a tiny scale.
 
Work at a tiny scale.
  
Very precisely control small objects, allowing repair and assembly 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/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 three times your own weight, such as 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.
  
'''Dimensional Dexterity'''
+
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.
Shrink or enlarge objects.
+
Some Teleport Circles incorporate stellar phenomena such as the sun, moon, planets, or stars, making them usable only at specific times when the configuration of these stellar bodies is correct.
  
'''Teleport Technician'''
+
Each Teleport Circle has a unique pattern.
Reach into walls.
+
Anyone who knows this pattern can use any teleport ability to teleport to that Teleport Circle, provided it is within range.
 +
While standing at a Teleport Circle, you can use [[#Spatial_Circuit|Spatial Circuit]] to teleport to any other Teleport Circle whose pattern you know.
  
Reach into walls to manipulate internal alarms, locks, and other devices.
+
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 can be disrupted by a breeze.
 +
A circle of standing stones is durable.
 +
A circle defined by a single object aligned with distant stars or planets may function only on certain dates, but is extremely difficult to locate or destroy.
  
'''Spatial Synthesis'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Reach into several walls.
 
  
 
=== Wreck ===
 
=== Wreck ===
'''Warp Wreck'''
+
Wreck Space can disintegrate matter, but mainly deals with damaging the space continuum, making it harder to teleport.
Teleport pieces of an object.
+
 
 +
==== Warp Wrinkle ====
 +
Block teleports.
 +
 
 +
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 partial objects.
 +
 
 +
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 ====
 +
Silent disintegration.
 +
 
 +
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 disintegrated in this manner.
  
'''Warp Wrinkle'''
+
==== Warp Wrath ====
Noisily smash by twisting dimensions.
+
Area teleport block.
  
'''Warp Vanish'''
+
Warp Wrinkle, but affecting an Area (p. 221).
Destroyed targets silently disappear.
+
It harms both creatures and things and does full damage to gang cohorts.
  
'''Warp Wrath'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Warp Wrinkle over a large area.
 

Latest revision as of 16:51, 13 February 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark Powers

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 Abilities

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
Dismiss teleport.
Planar Projection
Summon Space.
Planar Portal
Gate to any plane.
Command Cosmic Contact
Space intimidation.
Cosmic Call
Signal across space.
Cosmic Command
Command Space.
Cosmic Conquest
Bind Space.
Consort Warp Width
Alter your dimensions.
Warp Whip
Separate body parts.
Warp Whimsy
Transform self.
Warp Whisper
Transform Crew.
Finesse Measured Mount
Ride Space.
Measured Maneuver
Fine and Potent cut.
Measured Mapping
Tactical Warp.
Measured Metric
Long distance Warp.
Hunt Distant Direction
Dimensional tracking.
Distant Designation
Slicing snipe.
Distant Displacement
Confuse dimensions.
Distant Dispatch
Spatial explosion.
Prowl Spatial Skulk
Make yourself flat.
Spatial Shortcut
Line-of-sight teleport.
Spatial Circuit
Crew Space Prowl.
Spatial Circle
Use Teleport Circles.
Skirmish Metered Mantle
Resist Space Harm.
Metered Momentum
Melee attack.
Metered Matrix
Gain Scale.
Metered Mandate
Group Action.
Study Layered Lens
Identify Space.
Looped Lens
Analyze Space.
Location Lens
Locate target.
Layout Lens
Wide-area analysis.
Survey Observe Outline
Sense Space.
Observe Objective
See from a location.
Observe Origin
Spy from a location.
Observe Overlay
Perceive a wide area.
Sway Local Listener
Understand Space.
Local Language
Crew talks Space.
Local Lure
Suggest Space.
Local Love
Tame Space.
Tinker Proportional Precision
Work at a tiny scale.
Proportional Partition
Reach into walls.
Proportional Protocol
Shrink/enlarge objects.
Proportional Placement
Create Teleport Circles.
Wreck Warp Wrinkle
Block teleports.
Warp Wreck
Teleport partial objects.
Warp Vanish
Silent disintegration.
Warp Wrath
Area teleport block.
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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

Dismiss 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 Space.

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 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

Space intimidation.

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

Signal 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.

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.

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

Transform self.

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

Transform Crew.

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

  • Limited Outcome — One scene.
  • 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 Space.

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 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

Tactical Warp.

You subtly warp distance, making nearby creatures and objects effectively closer together or farther apart. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Measured Metric

Long distance Warp.

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.

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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 snipe.

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

Make yourself flat.

Flatten your body along one axis, becoming nearly two-dimensional. From directly in front of your plane you are extremely difficult to see, but observers at an angle see you normally.

Spatial Shortcut

Line-of-sight teleport.

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

Use Teleport Circles.

You and your crew can teleport to a Teleport Circle within Range (p. 221) whose pattern you know.

More remarkable, you 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 Harm.

This allows you to ignore most harm from Space attacks, attacks from Space creatures, and damage from acceleration, including 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

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

Gain Scale.

You manipulate location and distance, enabling you to gain Scale (p 221).

Metered Mandate

Group Action.

This allows you and allies to initiate a Group Action when navigating or working with precision. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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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.

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

Locate 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 analysis.

You gain a detailed overview of the locations of Space-related items, creatures, and Powers within an Area (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.

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 a 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

Spy from a location.

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.

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

Suggest Space.

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

Tame Space.

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. Only 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/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 three times your own weight, such as 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 of these stellar bodies is correct.

Each Teleport Circle has a unique pattern. Anyone who knows this pattern can use any teleport ability to teleport to that Teleport Circle, provided it is within range. 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 can be disrupted by a breeze. A circle of standing stones is durable. A circle defined by a single object aligned with distant stars or planets may function only on certain dates, but is 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.

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 partial objects.

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

Silent disintegration.

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 disintegrated in this manner.

Warp Wrath

Area teleport block.

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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