Rend Universe

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Rend universe [Major] by Iczer

'I'll open a hole to get us out of here'

The character can rend the barrier between worlds.
Stated, this seems simpler than it is. In effect the character turns a section of our universe, into a section of some other universe. Specifically an area 30 feet (plus 10 feet per level) in all directions from the character is swapped out for another universe.

Objects smaller than the hole are kept where they are. The character, a nearby parked car, a housecat, all remain in place. larger objects, or objects that intersect the barrier (A bus parked halfway across the zone of effect, the ground, the atmosphere, a nearby building) are sent to the other world.

The affected area is now alien territory. Roll on the alien unearthly environments table (HU2 Page 93) to determine the conditions that exist in that zone. (Alternatively, AU page 13, or page 23+ in the galaxy guide).

This power can cause considerable havoc. Consider the following:

  • Water worlds: Creating a 60 foot across sphere of water could flood an area, and possibly drown everyone in it. Remember, the ground below the character is also swapped out.
  • Worlds without atmosphere: Ours will be drawn into the vacuum that you have just created. Poisonous atmospheres will disperse in our air with a good breeze though, but may expose targets for the first melee round at least.
  • Wildlife: Animals drawn into our world may run free. So may bacteria, plant spores etc.
  • Cutting objects in half: So you use this power and create a sphere that bisects the bridge you are standing on. There is a 20% chance (plus 5% chance per level) that an equivalent structure exists in this parallel world. If not then you have just dropped a hole in the bridge. this goes double to a building if your bubble removes a section of building.
  • Creatures may make a saving throw: (12+ PE bonuses apply) to travel with the ground (effectively traveling to this alternate world). They return automatically at the powers end if they are still with the section of earth that left. If they have wandered off then...

Other abilities: The character can close the envelope around himself after he tears the hole, dragging him and any others touching him into this new world (One way to get rid of a nuclear weapon I suppose). Traveling the cosmos in this fashion may be fun, but will remove the character from the campaign (unless he randomly returns some day).
Playing silly putty with the universe is quite taxing though. The act inflicts 6D6 damage on the character and takes 2 actions. The hole remains for 1D4 minutes per level though if the character wills it (and continues to take 6D6 damage) the hole will remain open.
The character can create 'smaller' holes if he wishes. A foot wide hole placed in mid air could be used to swallow trash for instance. If the character wishes, he could use a small ball of pocket reality on a target. This takes 2 actions. Living targets are protected by their own life force, and take 6D6 damage from being exposed to the boundary of the bubble. Nonliving targets stand a good chance of being neatly sawed in two (Imagine creating a foot wide bubble in the middle of a door, to a chlorine filled jungle world. You create a foot wide ball of chlorine gas (good luck) and a hole in the door. The chlorine world gains a ball of earth air with a cross section of wood, which promptly falls to the ground and will not be present when the effect is ended. Now you have a hole in the door (And probably a massive headache from the chlorine)).