Move Light (Action Powers)

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Main article: Powers (Action)

Bright Rider

Basic Action

You carry an aura of compromise, goodwill, and flash realizations along with you until the end of the next round. Creatures within Ride meters or who can see you are rational and willing to compromise.

Any Charm stunt in the area has a minimum difficulty equal to your Ride. Trying to provoke good or rational actions becomes easier. And any Charm roll prompting such that succeeds against a creature whose Charm is less than your Ride counts as a Setback or otherwise as if it had sufficient Outcome for any improved effect.

Champion Pact

Basic Action

You forge a pact between a champion and a protectee. You assume one of these roles, and another willing creature assumes the other role. This requires touch and the consent and True Name of both. Either party can cancel the pact at any time, and the power will inform the other party the pact is broken. The protectee can now summon the champion at any time, who will be Teleported to their location in a flash of light. The champion will arrive fully prepared and equipped, but is not under the protectee's control and can return to its initial location as a Basic Action. If the champion is harmed or killed, he can choose to break the Champion Pact in order to avoid these consequences and return unarmed.

Walk the Light

Basic Action

You teleport from one brightly lit location to another spot within clear line-of sight; this limits the distance to a kilometer or depending on light condition and vision enhancement. You can use this to teleport to other dimensions, but the arrival point must either be very brightly illuminated or must be a point of spiritual illumination, such as a holy place.