Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
The Gate Maker can open portals between two points. The general form is
a swirly vortex-like wormhole, like from Stargate or Sliders. The
appearance is up to the player though, and specialized forms might
warrant extras or flaws, such as If/Then for requiring a literal door
that must be opened before stepping through. Anyone and anything may
pass through the portal as if it were a tunnel between two rooms.
Gate Maker - A,D,R,U - 5/10/20
The Gate Maker power uses the same table as Teleports for distance and
weight. Doubler may be used as normal to up the range and carrying
capacity of the portal. Weight may also be seen as a general indicator
of portal maximum size. A portal that can carry 20 pounds would be
fairly small (dog sized), while a portal than can transport 20 tons
could be big enough to swallow a large truck.
With Attacks: The portal can be opened on a hostile environment (like
the bottom of the ocean or the surface of the sun), or directly under
someone (with the other end on the sun or 300 feet in the air), or
otherwise used in a manner that permits offensive portaling. By itself,
the portal could potentially cause Killing damage. With defends, the
portal has difficulty projecting harmful materials out, and only does
shock.
With Defends: The portal can be opened quickly and smally to block
attacks. Tiny portals redirect fists and bullets and ray-gun blasts
away from the character. By itself, the portals can be actively moved
around while still open to stop all attacks that come close. With
attacks, they are only able to stop a few attacks. As an interesting
side effect, portals with both qualities can be used to reflect attacks
on a multiple action. Get two sets, and use one to block the attack and
another to act as the same attack reversed by opening a second portal
towards the attacker. Nothing like being punched by your own fist!
With Robust: As per standard, the portals stay open even when
distracted. With the "Hold It!" extra, the door stays open, even while
unconscious, so long as proper Will is spent.
With Useful: The portal can be used as transport, for yourself and
others. Along with any other odd uses you might find for it. Portals
must be freestanding, however, and cannot be opened inside other
objects, so no slicing and dicing portal style.
Extras
(An Extra isn't need to open more than one door. Just roll a multiple
action. Buy levels of Multi-Task attached to Gate Maker to help out.)
Hold It! +1/2/4
By spending a point of Willpower per round/minute (in combat/out of
combat), the portal can be kept open. This could be used to flood an
area (open a door to the undersea), suck the air from a room (open onto
a hard vacuum), or just keep the door available for a moment while
someone makes a mad dash to dive into it at the very last second.
Friendly +1/2/4, +2/4/8
Your Gates have a built in Friend or Foe detector. Enemies can't use
them, hostile effects can't pass through, and friends are allowed in.
It's not a traitor detector mind you, it works on anyone that you think
is a friend. The weak version of this extra only blocks enemies, not
hostile environments. The expensive version will also block negative
effects, creating a "safe" portal that won't allow otherworldly terrors
or the raging heat of a star to come out. The expensive version, it
must be noted, cannot be used for attack or defense. You have to
declare the use of a safe portal, or else a regular old "anything goes"
portal is assumed.
No Physics (I forget the cost)
The same as for other powers that can take it, but with a special note.
A No Physics portal is like the safe portal above. It blocks some
environmental effects. Bullets and lasers still pass right through it,
but it won't worry about things like air pressure, temperature and
convection, or gravity. With this power, one could open a portal into
deep space with no worry, the vacuum is "contained" to the other side.
Without this power, try that "open a portal to the sun" trick and watch
as everything (including the ground) is sucked in by the intense
gravity and the air lights on fire from the heat.
Flaws
Can't Control Exit/Entrance, -2/4/8 (-3/6/12 for both)
You can only open one side of the portal consciously. The other side
appears nearby, but not where you want it. So you might make an exit to
a safe place, but the entrance gate appears suspended 30 feet in the
air over a lava pit. Or vice-versa, you make an entrace right in front
of you but the exit is half way buried underground on the other side.
Power Stunts
Maintanence
Add these dice whenever attempting to keep open a door or open many doors that all must be focused on.
Track and Portal
Add these dice when using portals to boost your physical prowess
through creative means. For instance, place two portals in the ground,
jump from a high place into the first one and you'll pop out of the
second a greatly increased speed, allowing for a convuluted high jump.
This stunt makes that more likely.