Transmute Space (Action Powers)

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Main article: Powers (Action)

Requip

Stance

Instantly Teleports an outfit or set of armor you own onto your body from any distance. This can be from an extradimensional space if you have access to one. You can choose to have your current outfit trade places with the outfit you're calling or return it to its customary place in your wardrobe if your wardrobe is safe. An outfit can include accessories, gear and weapons as long as it can all be considered one kit.

If the object has been stolen from you, make a opposed Create check against the current owner to take it back. If it is currently being worn by someone else, the call fails. If this power ever fails, you are no longer considered the owner of that particular outfit until you recover it normally.

When the stance ends, you must decide whether to return the gear whence it came or keep it around. If you keep it, you cannot send it back later using this power.

Sanctum

Basic Action

This allows you to Teleport yourself to or from a safe area, your Sanctum. The real-world opening of the Sanctum is always at your physical location, unless you are inside it, in which case it is at your last location in the physical world.

The Sanctum is a private extra-dimensional space. 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. The sanctum provides ample food and drink for all creatures within. It is considered its own dimension which makes other kinds of teleportation difficult. Teleport Circles cannot exist in the Sanctum.

It is possible for others to enter and exit on their own, but the entrance is hard to find from the outside; even when looking in the right spot it still takes a Search stunt against your Impress to find it, and only the finder can enter. Anyone inside that is not restrained can leave the Sanctum as a Basic Action. When you are inside, you can evict a creature as a Basic Action with an opposed Impress roll.

You can store things in the Sanctum, but finding something in the Sanctum is always at least a Basic action - in addition to the time it takes to teleport in and out. Using this as a large auxiliary cargo space is discouraged - you have to be your own bearer, and it can make the Sanctum's entrance easier to find and marks you as someone very much worth robbing. Finally, something might slip out of a full Sanctum on a Setback.

Shrink Object

Limit Break

You shrink an object to the size of a small pebble. This can be a set of linked objects, like an outfit with accessories, a bag full of stuff. Body/Weight can be no larger than your Mind. This allows you to carry more (reduce the Body of shrunk objects by your Create when calculating weight) and for various stunts. The effect lasts until dispelled; in some cases it can even be a Curse.

Using this on something carried or worn by another requires a Create stunt vs. their Dodge. The target can spend 3 shots to keep possession of the object to be shrunk. On an Outcome matching the target's Reflexes you catch the object as it shrinks and the holder cannot save it.

Restoring a shrunk object is not an action (it is considered the equivalent of drawing a weapon), and can be a part of a stunt, such as using Create to place a barrier or trap, or releasing a great gout of smoke or flame to Impress.

Teleport Barrier

Basic Action

You ward an area against teleportation, placing symbols that disrupt teleportation attempts. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleportee, making him loose all shots for this and the next round.

Teleport barrier covers a radius equal to your Create roll and lasts for a scene. If the anti-teleportation symbols are incorporated into the decor of a place, or even hidden into the walls, the Teleport Barrier lasts as long as the symbols remain.

Teleport Circle

Limit Break

You can create and use a Teleport Circle, a beacon that can be used as the target for long-range teleport powers.

A teleport circle must be tied to a clearly visible, odd-looking material object, and creating this object is not a part of this power - it is usually done using mundane Create techniques. The durability of the teleport circle depends on the materials used - a chalk circle is a lot easier to destroy than a circle of standing stones, but also much faster to set up.

A Teleport Circle lasts until you remove it or it is dispelled. You can only keep one Teleport Circle running at any one time and cannot create a new one if this would exceed your limit. You can learn this power several times; your limit on how many teleport circles you can maintain is the square of the number of points spent on this ability. Any teleport circles you were maintaining when you die become permanent, lasting until destroyed.

You can also bind yourself to an existing teleport circle, adding it to your repertoire of teleport destinations. You can trade teleport circle ties with others who know this power or find them in books. Such found circles do not count towards your limit.

Finally, you can use this power to teleport between two teleport circles you are bound to over any distance.

Teleport Magnet

Basic Action

You create a trap. Anyone trying to teleport nearby must make a Mind roll against your Know, with a bonus of +1 per ten meters distance from the target spot measured from the closest of the start or end of the intended teleport. If this roll fails, the teleport ends up in the area you designated. The teleport trap lasts for a scene or until disarmed. You can set a password or key that bypasses the Teleport Magnet.

If used on a Teleport Circle, the duration is much longer (up to a year and a day) and the distance bonus is +1 per 100 meters.

Someone teleporting to a bound Teleport Circle gains a +5 bonus on the Mind roll to avoid the Teleport Magnet.