Difference between revisions of "Space Powers (FiD)"

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=== Command ===
 
=== Command ===
Command and intimidate Space creatures, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
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Command and intimidate Space creatures, projecting authority.
 +
Position and Effect depend on the situation and your relationship with the listeners.
  
==== Warp Whisper ====
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==== Cosmic Contact ====
 
Intimidate with Space.
 
Intimidate with Space.
  
You can create Space effects such as weird geometry or distorted distance to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.  
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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 can provide the leverage needed to use Command to intimidate without actual threat of violence.
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This provides the leverage needed to use Command to intimidate without actual violence, but Space effects are inherently conspicuous and unsettling.
Space creatures might recognize you as a figure of authority.
 
  
==== Space Speech ====
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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.
You and allies can communicate over any distance.
 
  
You can project an image of yourself to communicate with any creature you are familiar with over any distance, even across planar barriers.  
+
==== Cosmic Call ====
Anyone near you or the target can see and hear anyone joining the conversation, but not the surroundings.
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Communicate across space.
Targets do not need to respond, if they refuse to cooperate no message gets through.
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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.
 +
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 ====
 
==== Cosmic Command ====
Command Space creatures as if you were their superior.
+
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.
  
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.
+
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.
  
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.
+
While Effect is resolved as if you outrank the target, Position reflects the underlying truth of the hierarchy.
  
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.
+
* '''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 ====
 
==== Cosmic Conquest ====
Permanently bind a space creature to service.
+
Bind Space creatures.
  
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.
+
You permanently bind a Space creature to your authority.
They may still flit in and out of existence.
+
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.
  
 
=== Consort ===
 
=== Consort ===

Revision as of 11:04, 16 January 2026

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
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 Spatial Sight
Detect Space creatures and powers.
Rift Rejection
Dismiss any creature. Stop any teleport or Space power.
Spatial Summons
Summon a Space creature.
Grand Gate
Create a portal that allows travel to and from any plane.
Command Warp Whisper
Intimidate with Space.
Space Speech
You and allies can communicate over any distance.
Cosmic Command
Command Space creatures as if you were their superior.
Cosmic Conquest
Permanently bind a Space creature to service.
Consort Warp Wardrobe
Alter your dimensions.
Dislocate
Separate parts of your body.
Cosmic Conversion
Assume the form of a Space creature.
Spatial Synthesis
Cosmic Conversion on others.
Finesse Warp Walker
Ride a Space mount or vehicle.
Spatial Slice
Cut like a fine potent dueling sword.
Displace Dimensions
Lengthen or shorten distances.
Spatial Surge
Push your position in a chase.
Hunt Warp Watch
Track a teleporting or dimension warping creature.
Spatial Sniper
Ranged attack similar to a fine and potent rifle.
World Waves
Twist dimensions making an area confusing.
Warp Wrath
Attack similar to a fine and potent grenade.
Prowl Spatial Stealth
Hide in tiny cracks.
Spatial Step
Teleport line-of-sight.
Convey Crowd
Crew Spatial Stealth or Spatial Step.
Circle Teleport
Teleport between teleport circles.
Skirmish Shake and Shield
Ignore Space and falling damage.
Warp Whack
Cut up targets as a Fine, Potent melee attack.
Slice and Dice
Warp Whack, and Spatial distortions prevent scale.
Slice Storm
Attack all enemies in a melee.
Study Warp Watcher
Identify Space creatures and powers.
Teleport Trace
Analyze teleports and Space creatures and powers.
Dimension Detection
Find the location of a creature or object you know.
Omniscience
Teleport Trace over a large area.
Survey Spatial Scan
Sense Space powers and teleports.
Warped Watch
Choose a location; see as if you were there.
Spatial Scrying
See a creature or object of your choice.
Space Sight
Perceive everything at once over a wide area.
Sway Local Listener
Understand Space creatures and gain a basic understanding of their agenda.
Spatial Speech
You and allies can communicate with Space creatures. Make folk go with the flow.
Warp Whisper
Implant suggestions in the mind of Space creatures.
Space Serenade
Long-term change the personality and motivations of Space creatures.
Tinker Spatial Skill
Work at a tiny scale.
Teleport Technician
Reach into walls.
Dimensional Dexterity
Shrink or enlarge objects.
Teleport Circle
Create a teleport circle.
Wreck Warp Wreck
Teleport pieces of an object.
Warp Wrinkle
Block teleports into area.
Warp Vanish
Destroyed targets silently disappear.
Warp Wrath
Warp Wrinkle over a large area.

Expanded Space Powers

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 is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

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 Chohorts: 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.

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.

Consort

Consort powers changes your form and later that of other creatures. This may give a bonus to effect or improved position, make success automatic, or even allow an action that a human could not do. These powers are often used as a set-up action for an infiltration.

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.

Warp Wardrobe

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.

Dislocate

Separate parts of your body.

Separate parts of your body that will still work normally, but at a distance. 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

Assume the form of 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 matches the power you use. Space creatures are really weird, as outlined under Attune: Spatial Summons, and using such a shape might have adverse effects on your mental health.

Cosmic Conversion 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 Space effects inherently without risking stress.

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.

Spatial Synthesis

Cosmic Conversion on others.

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. This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.


Finesse

Exercise finesse with your power, manipulating and attacking with precision.

Warp Walker

Ride a Space mount or vehicle.

This allows you to use Finesse with mounts and vehicles you are not familiar with. Space vehicles are vehicles that teleport or travel to our through outer space. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.

Spatial Slice

Cut like a fine potent dueling sword.

Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Displace Dimensions

Lengthen or shorten distances.

You can warp nearby distances, making things be closer or further away from you and each other. You can move creatures out of melee or pull nearby enemy into melee. This facilitates escape and pursuit and prevents opponents from using scale. It takes almost no time and can be used as a set-up for yourself or quickly between other actions.

Spatial Surge

Push your position in a chase.

You selectively shorten the distance for your crew and lengthen it for others, which always makes your ride move further than the opponent's, even if it is actually slower. When advantage in a chase is determined by speed, you are always considered faster. This is wonderful in the open air or an empty freeway, less so in a congestion.


Hunt

Track, attack, and unleash devastating barrages with the power of Hunt. At short range, this can be dangerous to you and yours. Space attacks cut and dislocate, separating body parts that are supposed to be together. The wounds are similar to what a very sharp blade does.

Warp Watch

Track a teleporting or dimension warping creature.

Track creatures that travel outside of normal space, allowing you to see where a teleport or dimension-traveling creature is going. This includes powers that allow the user to move through solid matter, like many Prowl powers do. This allows you to use other Space effects to follow your quarry. 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.

Spatial Sniper

Ranged attack similar to a fine and potent rifle.

Essentially, this serves as a replacement for traditional equipment; a Fine and Potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

World Waves

Twist dimensions making an area confusing.

You warp distances in a large area, moving things closer to or further away from you and to a lesser extent from each other, halving or doubling the distance. This can create range for safe sniping or speed up pursuit. The change is not as dramatic as Displace Dimensions, but affects a much larger area. This is often useful as a set up action.

Warp Wrath

Attack similar to a fine and potent grenade.

An escalation of Spatial Sniper. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.


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.

Skirmish

Prosper in the chaos of battle.

Shake and Shield

Ignore Space and falling damage.

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.

Warp Whack

Cut up targets as a Fine, Potent melee attack.

Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.

Slice and Dice

Warp Whack, and Spatial distortions prevent scale.

You manipulate location and distance, enabling you to hinder a crowd of opponents to get to you. This is like Warp Whack and also negates scale.

Slice Storm

Attack all enemies 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 numbers, you also spread your damage to hurt all your enemies in the skirmish.


Study

Study and analyze Space objects and creatures. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and 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 thing you are researching it dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details.

Warp Watcher

Identify Space creatures and powers.

This gives the name and very basic information in narrative terms, but no details or actual rules.

Teleport Trace

Analyze teleports and Space creatures and powers.

You learn of any powers or special abilities a target has. This includes actual rules and game result. You can see if someone has teleported in the vicinity and where they teleported to.

Dimension Detection

Find the location of a creature or object you know.

Find the location of a creature or object you either know or have some kind of link too. This enables Prowl: Spatial Step to their location if they are nearby.

Omniscience

Teleport Trace over a large area.

Provides a detailed view of events involving Space far as you can see, pinpointing locations of interest like teleport circles, places where teleport is blocked, and common places to teleport to or from. This enables Prowl: Spatial Step to each location if near enough.


Survey

The outcome you need depends on the target's concealment.

  • Limited outcome finds those hiding behind cover and in far places you can only barely see.
  • Standard outcome can look behind walls and into hard cover.
  • Great outcome can look into far-away places and spots you had no idea existed.

Spatial Scan

Sense Space powers and teleports.

Perceive and locate Space creatures, power use, and teleports, but you cannot distinguish these thigs from each other or analyze what happened.

Warped Watch

Choose a location; see as if you were there.

You move your perception to a location you specify and sense as if you were at that spot as long as you maintain concentration. You state coordinates for your sensor to appear at, and if these are off you might get a sensor in solid walls or in an empty space. You still sense things at your actual location, but only very dimly.

Spatial Scrying

See a creature or object of your choice.

Similar to Warped Watch but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Warped Watch, close enough to observe the target.

Space Sight

Perceive everything at once over a wide area.

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. Space Sight focuses on solids shapes, giving you a three dimensional map of static things, while things that move are a bit blurry, especially if they move unpredictable. It is challenging for targets to hide unless they are constantly and unpredictably moving.


Sway

Communicate, mesmerize, and manipulate Space creatures.

Position is determined normally, depending on the situation and your relation to listeners. Limited outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard outcome can convince a target with no particular stake in the matter. Great outcome will convince a reluctant target, but not a passionate one.

Local Listener

Understand Space creatures and gain a basic understanding of their agenda.

You can gauge the mood and motivations of Space creatures and understand what they are saying. This does not allow you to be understood.

Space creatures has very odd viewpoints to the point of seeming insane, and reading their deep motivations would be dangerous. Because of this Local Listener is often limited by the user to understand only immediate intentions rather than actual motivations.

Spatial Speech

You and allies can communicate with Space creatures. Make folk go with the flow.

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 make any creature more apt to go with the flow, ignoring strange events and distractions.

Warp Whisper

Implant suggestions in the mind of Space creatures.

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

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

Space Serenade

Long-term change the personality and motivations of Space creatures.

This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a Space creature sane. These changes will last for the score at the very least, but they can randomly end.


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 a human, very complex, or of higher Quality Level than your Tier or Lifestyle 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.

Wreck

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

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. This is good for weakening strong structures, but not so good at actually destroying them. It is good at destroying small precise structures like clockwork and electronics. You can also teleport small parts of a creature as an attack similar to a strong but clumsy weapon.

Warp Wrinkle

Block teleports into area.

Wrinkle the space continuum, making teleporting out of or into the area 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 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 over an entire section of a city.