Space Powers (FiD)

From Action
Revision as of 16:29, 16 January 2026 by Starfox (talk | contribs) (→‎Study)
Jump to navigation Jump to search
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 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.

Warp Whip

Separate body parts.

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

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

How far you can reach depends on Outcome and Tier:

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

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

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

Warp Whimsy

Become a Space creature.

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

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

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

Outcome determines the degree of transformation possible:

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

Warp Whisper

Warp Whimsy on others.

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

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

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


Finesse

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

Measured Mount

Ride a Space mount or vehicle.

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

Measured Maneuver

Fine and Potent duel cut.

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

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

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

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

Measured Mapping

Warp tactical distance.

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

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

Measured Metric

Warp long distances.

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

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

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


Hunt

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

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

Distant Direction

Dimensional tracking.

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

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

Distant Designation

Slicing ranged attack.

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

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

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

Distant Displacement

Confuse dimensions.

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

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

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

Distant Dispatch

Spatial explosion.

An escalation of #Distant Designation<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.

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.

Metered Mantle

Resist Space and speed Harm.

This allows you to ignore most harm from Space attacks, attacks from Space creatures, and damage from falls and crashes. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Metered Momentum

Fine, Potent melee attack.

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

Metered Matrix

Space distortions prevent Scale.

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

Metered Mandate

Attack all in a melee.

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


Study

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

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

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

Layered Lens

Identify Space.

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

Looped Lens

Analyze Space.

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

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

Location Lens

Determine the location of a target.

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

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

Layout Lens

Wide-area spatial analysis.

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

Survey

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

The Outcome required depends on the target’s concealment.

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

Observe Outline

Sense Space and teleports.

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

Observe Objective

See from another location.

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

Observe Origin

See a specific target.

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

Observe Overlay

Perceive a wide area.

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

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

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.