The Space Gem makes distance meaningless. It bends location, direction, volume, and proximity until “here” and “there” become suggestions.
Teleportation d12, Spatial Control d12, Dimensional Movement d12, Superhuman Reflexes d10, Intangibility d10, Area Control d10
SFX: Anywhere at Once: Spend 1 PP to appear anywhere in the scene, another scene, or any known location in the universe. If opposed, add Teleportation d12 to the roll and step up your effect die.
SFX: No Distance Between Us: When attacking, rescuing, or relocating a target, add Spatial Control d12 and step up your effect die. On a successful roll, you may also move the target anywhere nearby, into a trap, out of cover, or into another zone.
SFX: Folded Battlefield: Against multiple targets, add a d6 and keep an additional effect die for each extra target as you collapse space, open portals, or make enemies strike from impossible angles.
SFX: You Were Never There: Spend 1 PP to ignore physical barriers, locks, walls, shields, or distance-based defenses for one action.
SFX: Cosmic Mastery: Spend 1 PP to use any Space Gem power to create a d12 Asset or inflict a d12 Complication if the fiction supports it.
SFX: Godlike Scale: Against ordinary mortals, soldiers, mobs, vehicles, or buildings, step up or double one Space Gem power die.
Limit: Lost in the Everywhere: When you fail a roll using Dimensional Movement or Teleportation, the Watcher may move you somewhere dangerous, inconvenient, or cosmically significant. Gain 1 PP.
Limit: Coveted by the Cosmos: Shut down the Space Gem power set when the Gem is taken, hidden from the wielder, psychically severed, or placed beyond reach. Gain 1 PP. Activate an opportunity to recover the Gem.
Limit: Unfit Vessel: When you use more than one Space Gem power in a single roll, step up the lowest die in the Doom Pool or take d10 mental or physical stress, Watcher’s choice.