Difference between revisions of "Move Order (Action Powers)"

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Revision as of 11:01, 4 June 2013

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Templates for Action
Main article: Powers (Action)

Harmony of Space

Basic Action

You ward an area against teleportation. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Ride; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleportee, making him loose all shots for this and the next round.

Harmony of Space covers a radius equal to your Create roll and lasts for an hour. If there are chimes, bells, or some other recurring sound in the area each day, the effect can be sustained so that it resumes for ah hour after each time the sound is made.

World Spin

Limit Break

Give me a fixed point, and I will move the world - Archimedes.

You can Teleport from one place to another or even to other planes. You must keep some aspect of your surrounding constant while changing all others. For example, you could focus on a rock and teleport to another location with a very similar rock. It generally takes a number of such shifts to arrive at a destination, and the intervening places you pass by can be harrowing.

To simplify the use of this power, the GM can call for a single Ride check with a difficulty depending on how different your goal is from where you are now. On a success, you get there with one use of the power. On a failure, you get there after a harrowing journey involving either a long delay or some concrete danger or plot. If you fail by a margin wider than your Mind you get lost and end up in an unexpected place - this is either one that is hard to get out of, or one that is deceptively similar to what you were looking for, but not the same.

Condition Difficult
Only details differ 15
Same general environment 18
Different environment but same world 21
Different but similar world 24
Alien world 27
Completely alien setting 30+