Move Magic (Action Powers)

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Main article: Powers (Action)

Arcane Arena

Limit Break

You transport yourself, your allies, a target and the target's immediate allies into an arcane reflection of the physical world. This cannot be more creatures than your Ride roll; if more creatures than that would be affected, the power fails. You make a Ride roll to see how many targets you can affect, the power fails if more allies than that move into the area.

The place you appear at is the same as the physical world in all respects, except that only creatures affected by this power are there and that it appears more vivid and colorful, less drab and worn. Any damage done to objects or structures in the area do not translate to the real world.

The power lasts for one scene, until the two sides lose contact, until you choose to end it (a Basic Action), or until dispelled or broken with an appropriate Setback scored on you. When the power ends, all targets return to the normal world.

Contagion

Limit Break

In order to use this power, you must possess a part of the target's body (hair, blood, nail clippings, or a body part) or an item very dear to the target. You use contagion along with some other power (but not a Limit Break), and this power will affect the target as if you were touching, regardless of range. The target feels a premonition of the incoming power, and cannot be surprised.

Transfer Focus

Limit Break

You transfer your focus to another character who is within sight. That character can choose to immediately perform a Limit Break, at normal shot cost. If he has no shots left, he also takes a Hit from backlash.

Transfer Power

Basic Action

You channel one or more Fortune Points to another character you can see. You spend these points, and the target receives them, replenishing any lost Fortune points. If this leaves the target with more than a full Fortune pool, the points must be spent before the end of the round or they return to you.