Summon Space (Action Powers)

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Main article: Powers (Action)

Plane Shift

Limit Break

You can disappear, only to appear moments later on another plane. You teleport to a location on another plane you have a bound Teleport Circle. If you lack such a bound circle, you can teleport to a plane you can identify uniquely. Planes of existence have unique identifiers such as runes, harmonic notes, hyper-spatial coordinates, IP addresses, or serial numbers. If you teleport to a plane known this way, you arrive at a random location, generally within 1d6 days travel of your true destination.

Gate

Limit Break

You set up a magical portal to another plane, trough which anyone can teleport. Choose two locations that you you have Teleport Bound; you must be at one of them when you use this power and the other one must be on another plane of existence. A portal appears in each location, enabling travel in either direction. The portal lasts until the end of the next round, but you can maintain it for longer by using this power each round.

Sanctum

Basic Action

Teleport to a personal sanctum; a private extra-dimensional space. You can return to normal space in the same spot you left as a Basic Action; the Sanctum is considered its own dimension which makes other kinds of teleportation difficult.

Each time you use this power, you end up in the same space. The space has a diameter equal to your Mind and you control its shape and appearance, furnishing it as you see fit. Everything you take into the sanctum comes out with you as you leave.

Teleport Binding does not work in the sanctum.

When you are not in the sanctum, it is inaccessible except as mandated by the plot. While you are in the Sanctum, it is possible for others to enter and exit at the same spot you last entered from, but the entrance is hard to find; even when looking in the exact right spot it still takes a Spot check against your Impress to find it. You can invite someone standing at the entry spot or to make a creature leave. Evicting an unwilling creatures requires an opposed Impress roll.