Difference between revisions of "Teleport"

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Your intense study of the flows of spirit energy brought you to a powerful technique, rather, that technique brings you places.  Riding the flows of Ki, you can instantly will yourself to be in another place, including passing through solid matter.  The art of teleportation using spirit energy is known by few and mastered by fewer.
 
Your intense study of the flows of spirit energy brought you to a powerful technique, rather, that technique brings you places.  Riding the flows of Ki, you can instantly will yourself to be in another place, including passing through solid matter.  The art of teleportation using spirit energy is known by few and mastered by fewer.
  
In game terms, teleportation in this sense can be used to move to higher or lower ground without climbing, as well as pass through walls, floors, and ceilings. If a character attempts to teleport into solid matter, he or she returns to the original spot and the Spirit Point spent is lost. Additionally, the character can choose to move less than his or her maximum range of the ability (for instance, if the max is 100 feet, the character can choose to move only 30). It takes no [[Action Points]] to teleport as the move occurs nearly instantaneous.
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In game terms, teleportation in this sense can be used to move to higher or lower ground without climbing, as well as pass through walls, floors, and ceilings. It takes one Spirit Point to activate this Special Power. If a character attempts to teleport into solid matter, he or she returns to the original spot and the Spirit Points spent are lost. It takes no [[Action Points]] to teleport as the move is nearly instantaneous.
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When a character chooses a destination, he or she must be able to see it with the naked eye. For example, if Tim's character Drinnin is outside the city gates and sees a secluded spot behind a building through the portcullis, he can choose to reappear on the other side of the gate. Precision is lost the further away the destination lies. For example, if Drinnin is looking out a tower window and wants to reappear in a field he can see in the distance, the GM may require him to make a Spot check. When Drinnin appears, he mistakenly arrives 15 feet in the air, at which time the GM requires him to make a Gymnastics check to avoid falling damage. Teleporting great distances in this manner is at the character's own risk.
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You can opt to bring some traveling companions on your journey. For every Spirit Point you spend, you can bring one extra living being (an ally, a trusty steed, etc). If the creature is unwilling, the attacker and defender must make opposed Mutation Saves. If the defender succeeds, he or she stays behind when the teleporting character disappears.
  
 
==Requires==
 
==Requires==
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5 points
 
5 points
  
Your body drifts across the flows of spirit energy. The character can instantly move up to 100 feet per every Spirit Point spent.
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Your body drifts across the flows of spirit energy. You can teleport to any location within eyesight.
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====Requires====
 
====Requires====
 
* A minimum [[Self-Control]] of 6
 
* A minimum [[Self-Control]] of 6
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6 points
 
6 points
  
Your body sprints forth with the winds of life force behind it. The character can instantly move up to 200 feet per every Spirit Point spent.
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Your body sprints forth with the winds of life force behind it. In addition to line-of-sight teleportation, your character can also choose a Get-Away: a place in which he or she can always appear (let's be honest, retreating is most likely why you're using the Get-Away in the first place). Good Get-Aways include your character's home town, base of operations, or local bar. Be careful selecting a Get-Away, because you cannot change it once chosen.
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====Requires====
 
====Requires====
 
* A minimum [[Self-Control]] of 7
 
* A minimum [[Self-Control]] of 7
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7 points
 
7 points
  
Your body sails quickly on the unseen sea of life force. The character can instantly move up to 500 feet per every Spirit Point spent.
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Your body sails quickly on the unseen sea of life force. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 2.
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====Requires====
 
====Requires====
 
* A minimum [[Self-Control]] of 8
 
* A minimum [[Self-Control]] of 8
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8 points
 
8 points
  
Your body moves forth like the winds of a storm. The character can instantly move up to 1000 feet per every Spirit Point spent.
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Your body moves forth like the winds of a storm. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 3.
 
====Requires====
 
====Requires====
 
* A minimum [[Self-Control]] of 9
 
* A minimum [[Self-Control]] of 9
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9 points
 
9 points
  
Achieving a unity with the currents of spirit energy themselves, your body can trek as the planets do through the heavens. The character can instantly move up to one mile per every Spirit Point spent.
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Achieving a unity with the currents of spirit energy themselves, your body can trek as the planets do through the heavens. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 4.
 
====Requires====
 
====Requires====
 
* A minimum [[Self-Control]] of 10
 
* A minimum [[Self-Control]] of 10
  
 
{{SP Navigation}}
 
{{SP Navigation}}

Revision as of 20:35, 18 April 2010

Your intense study of the flows of spirit energy brought you to a powerful technique, rather, that technique brings you places. Riding the flows of Ki, you can instantly will yourself to be in another place, including passing through solid matter. The art of teleportation using spirit energy is known by few and mastered by fewer.

In game terms, teleportation in this sense can be used to move to higher or lower ground without climbing, as well as pass through walls, floors, and ceilings. It takes one Spirit Point to activate this Special Power. If a character attempts to teleport into solid matter, he or she returns to the original spot and the Spirit Points spent are lost. It takes no Action Points to teleport as the move is nearly instantaneous.

When a character chooses a destination, he or she must be able to see it with the naked eye. For example, if Tim's character Drinnin is outside the city gates and sees a secluded spot behind a building through the portcullis, he can choose to reappear on the other side of the gate. Precision is lost the further away the destination lies. For example, if Drinnin is looking out a tower window and wants to reappear in a field he can see in the distance, the GM may require him to make a Spot check. When Drinnin appears, he mistakenly arrives 15 feet in the air, at which time the GM requires him to make a Gymnastics check to avoid falling damage. Teleporting great distances in this manner is at the character's own risk.

You can opt to bring some traveling companions on your journey. For every Spirit Point you spend, you can bring one extra living being (an ally, a trusty steed, etc). If the creature is unwilling, the attacker and defender must make opposed Mutation Saves. If the defender succeeds, he or she stays behind when the teleporting character disappears.

Requires

Ranks

1. Spirit Walk

5 points

Your body drifts across the flows of spirit energy. You can teleport to any location within eyesight.

Requires

2. Spirit Run

6 points

Your body sprints forth with the winds of life force behind it. In addition to line-of-sight teleportation, your character can also choose a Get-Away: a place in which he or she can always appear (let's be honest, retreating is most likely why you're using the Get-Away in the first place). Good Get-Aways include your character's home town, base of operations, or local bar. Be careful selecting a Get-Away, because you cannot change it once chosen.

Requires

3. Spirit Jaunt

7 points

Your body sails quickly on the unseen sea of life force. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 2.

Requires

4. Spirit Journey

8 points

Your body moves forth like the winds of a storm. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 3.

Requires

5. Spirit Excursion

9 points

Achieving a unity with the currents of spirit energy themselves, your body can trek as the planets do through the heavens. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 4.

Requires