Move Space (Action Powers)

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Main article: Powers (Action)

Cargo Teleport

Limit Break

You can [[Teleport (Action)|Teleports] a large mass of inanimate matter that you touch to a bound Teleport Circle. The mass is limited by your Ride read on the Body and Mass table.

If you have this power and use another Teleports power to teleport yourself, you can bring this amount of cargo when you do.

Distort Space

Limit Break

You can either compress or stretch space. The effect can be lasting, but only affects a rather small area or a certain path between two places. It is generally wise to remove such an effect when no longer needed, as it can casue all kinds of problems if misused.

When you compress space, you make travel times shorter without actually changing speed. Instead you make the distance to be traveled shorter. This change applies to anyone traveling that same road at the same time, so it can potentially affect a large number of travelers in a caravan. Add your Mind to the Move of those using the compressed space. In combat, this effect lasts for a scene and affects a number of creatures equal to your Reflexes.

When you stretch distance in an area, you make any path traced through this area longer. You affect a real-world area with a diameter up to your Ride skill. All distances in this area is multiplied by your Ride skill, making ranges longer and movement slower. The actual size of objects, creatures, and terrain features is not affected, only distances to be crossed.

This power can also be used to make places that are larger on the inside than on the outside, multiplying the available are inside a building by your Mind. This is mostly used on tents or buildings, but can also work on natural caves and similar enclosed spaces as long as the total (original) area is no larger than your Ride in meters along any one dimension.

Magic Mapping

Limit Break

You create a map of the area. The result can be a hand-drawn map or be represented trough technological or supernatural means depending on your tradition. Make a Ride roll against the highest Dodge of a non-friendly creature in the area, gaining a better map the better you roll. The power centers on a point you choose as the target and range penalties apply. You do not need to see the target point. Powers or abilities that stop detect powers prevents magic mapping.

The GM builds the map based on map points - you start out with a number of map points equal to your Mind and add the outcome (positive or negative) on the Recon roll to that. Each of the following features costs a point to map. In general, features at the beginning of the list are mapped first, but the map has more detail in nearby areas.

  • A room, square, street, or other open area
  • A door, gateway, or similar barrier
  • Interesting but obvious features such as furniture, statues, and other furnishings
  • A stairway, lift, or other marked change in level
  • A concealed, hidden, or otherwise not obvious feature (this is in addition to the normal cost above)

Note that the point system is a rough guideline only. Depending on the scenario, the game-masters degree of preparation, and the dynamic of the group you are in, this power will often work or fail on a GM fiat. If another player in your group plays a scout and enjoys discovering the map, this map can fail simply to allow that style of play. In other circumstances the GM might have a printed map or tactical overlay to show you that far exceeds what this power would normally allow.

Remote Sense

Limit Break

You can create a limited teleportation portal at any spot you like - the range is unlimited but you must know the spatial coordinates. This portal only transmits sensory input, but does not allow anyone to step through or affect the world on the other side in any way. You can use all your senses this way, and sensory powers as well. You can speak trough the remote sensory point, but you cannot move it. You cannot use this to help a teleport.

You can scry on those at the chosen position. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Sanctum Invitation

Limit Break

This allows you to Teleport up to your Mind willing (or helpless) creatures to a safe area - the same as that of the Sanctum power. You do not need to know the Sanctum power, but this power is obviously less practical that using the Sanctum power itself to teleport yourself.

Teleport

Limit Break

You can disappear, only to appear moments later in another location. You teleport on the same plane of existence, to a bound Teleport Circle or to an open space under the open sky whose location you are aware of, with no intelligent creatures within a hundred meters or so.

Teleportal

Limit Break

You set up a magical portal, trough which anyone can teleport. Choose two locations on the same plane of existence that you you have bound Teleport Circle; you must be at one of them when you use this power. A portal appears in each location, enabling travel in either direction. The portal lasts until you move more than Mind meters away.

Transpose Terrain

Basic Action

You can transpose the terrain of a different location far away over the area you are in now. This allows you to add terrain features (but not remove them), effectively overwriting the terrain in the current area with new, more extensive terrain. Open ground can have terrain features added, existing terrain can be smoothed over with earth but not removed. You can add brush, sharp stones, or other impediments to the area.

You can increase the Free Running and Terrain Driving difficulty of each part of the area up to your Ride skill, or reduce it by up to three by smoothing it.

You cannot modify structures in the area, only terrain. You can add obstacles on top of structures, making them difficult ground.

The difficulty of this power is the highest Free Running difficulty in the area, and each use of the power affects an area with a diameter equal to your Mind. If this roll fails, you cannot reduce the Free Running or Terrain Driving in that spot and can increase it no higher than your Mind. You cannot try again until the current effect ends.

By placing spots of transposed terrain in a hexagonal patten with Mind meters between each hexagon, you can completely cover an area with repeated uses. The effect lasts for a scene.