Difference between revisions of "Teleport"

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(Creating spirit art)
 
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Your intense study of the flows of spirit energy has brought you 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.
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{{spirit_art
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|way=step
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|motion=journeying
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|xp=1
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|distance=Self
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|target=Self
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|save=[[Resilience]]
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|description=Your intense study of the flows of spirit energy has brought you a powerful technique. Rather, that technique brings ''you'' places. Riding the flows of ''qi'', a spirit artist can instantly convey her very soul to a distant place, dragging her body and worn equipment along behind it. One can travel great distances instantaneously, reach higher or lower ground without climbing, as well as circumvent walls, floors, ceilings, or other obstacles.
  
In game terms, teleportation in this sense can be used to move to higher or lower ground without climbing, as well as circumventing walls, floors, ceilings, or other obstacles. It takes one [[Spirit Points|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.
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The spirit artist can choose to appear in any location within the allowed range, whether this is a balcony she can see with the naked eye, a city on a map she's never visited, or alongside a far-off ally in need of reinforcements. The more familiar the spirit artist is with the destination, the more accurate her position when she teleports. For instance, teleporting to one of her ''get-aways'' is a snap: her hometown, base of operations, cherished vacation spot, or local bar. However, teleporting to a town she's never seen might place her a mile outside the gates if none of her close friends are there to guide her spirit.
 
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|concentration=The higher the Concentration, the further one can teleport.
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 by 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 [[Perception]] 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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|level1=1 mile
 
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|level2=10 miles
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 [[Resilience]] checks. If the defender succeeds, he or she stays behind when the teleporting character disappears.
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|level3=100 miles
 
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|level4=1,000 miles
{{ #ifeq: {{NAMESPACE}}|Book||===Requires===}}
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|level5=10,000 miles
{{ #ifeq: {{NAMESPACE}}|Book|'''Requires: ''' |}}[[Harness Spirit]]
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}}
 
 
===Ranks===
 
====1. Spirit Walk====
 
5 points
 
 
 
Your body drifts across the flows of spirit energy. You can teleport to any location within eyesight.  It takes 4 [[Action Points|AP]] and a successful [[Resilience]] check at DL 14.
 
 
 
'''Requires:''' A minimum [[Self-Control]] of 6
 
 
 
====2. Spirit Run====
 
6 points
 
 
 
Your body sprints forth with the winds of life force behind it. Your teleportation takes only 3 AP and a Resilience check at DL 13. 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:''' A minimum [[Self-Control]] of 7
 
 
 
====3. Spirit Jaunt====
 
7 points
 
 
 
Your body sails quickly on the unseen sea of life force. Your teleportation takes only 2 AP and a Resilience check at DL 12. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 2.
 
 
 
'''Requires:''' A minimum [[Self-Control]] of 8
 
 
 
====4. Spirit Journey====
 
8 points
 
 
 
Your body moves forth like the winds of a storm. Your teleportation takes only 1 AP and a Resilience check at DL 11. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 3.
 
 
 
'''Requires:''' A minimum [[Self-Control]] of 9
 
 
 
====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. Your teleportation is instantaneous (but must still occur on your turn) and a Resilience check at DL 10. In addition to line-of-sight teleportation, your character can choose another Get-Away for a total of 4.
 
 
 
'''Requires:''' A minimum [[Self-Control]] of 10
 
 
 
{{SP Navigation}}
 

Latest revision as of 23:55, 21 January 2021

This is a step spirit art
This is a journeying spirit art
Rarity 1
AP 4
Target Self
Distance Self
Lasts N/A
SaveResilience

Your intense study of the flows of spirit energy has brought you a powerful technique. Rather, that technique brings you places. Riding the flows of qi, a spirit artist can instantly convey her very soul to a distant place, dragging her body and worn equipment along behind it. One can travel great distances instantaneously, reach higher or lower ground without climbing, as well as circumvent walls, floors, ceilings, or other obstacles.

The spirit artist can choose to appear in any location within the allowed range, whether this is a balcony she can see with the naked eye, a city on a map she's never visited, or alongside a far-off ally in need of reinforcements. The more familiar the spirit artist is with the destination, the more accurate her position when she teleports. For instance, teleporting to one of her get-aways is a snap: her hometown, base of operations, cherished vacation spot, or local bar. However, teleporting to a town she's never seen might place her a mile outside the gates if none of her close friends are there to guide her spirit.

Concentration Effects

The higher the Concentration, the further one can teleport.

  1. 1 mile
  2. 10 miles
  3. 100 miles
  4. 1,000 miles
  5. 10,000 miles