Post by Phsycodelic on Mar 2, 2017 0:10:21 GMT
Conveyance
Mystic Sorcerers
Mystic Sorcerers
“Conventional” Conveyance requires some sort of steed; this may be a broom, four-poster bed, bicycle, Oriental rug, giant cauldron or a fiery coach-and-four. More technologically oriented sorcerers use jet packs or impossibly fast Lamborghinis and Prowlers (the deluxe version has stealth capabilities, to avoid police radar, bur chis is superfluous in general; few troopers will believe that they saw a Ferrari doing over 500 kph down a busy thruway … especially when it looks like the car isn't actually touching the ground).
With enough understanding of this Path, the sorcerer need not bother with a vehicle at all, merely willing herself to be where she wants to be without actually crossing the intervening distance. Technosorcerers may refer to this as teleportation, using some kind of booth, apparatus or even phone lines, while a more classical sorcerer may summon up a friendly spirit to do the work for him.
Conveyance can be used on other people, although only teleportation effects can be used offensively and only with very great difficulty.
Roll: Stamina + Occult.
Cost: One Willpower.
Modifiers: +2 for working against a resisting target, -1 for location that is well known to the caster, +1 or 2 if traveling while being observed by normal people.
Duration: Varies.
Price Of Failure: The Path of Conveyance is fraught with peril. Beyond any risks of being noticed and the problems inherent to a particular mode of travel (flying brooms are uncomfortable, especially at high speeds, flying carpets are fragile, flying ointments are a hassle to apply and usually smell funny, Teleportals often bring with them nausea and dizziness), those who travel in this fashion can draw the attention of … beings in the realms they travel through. Any journey of more than a mile or so will bring with it the risk of an accident or misstep. Storytellers should feel to ask for a check midway through the journey to make sure that it is without incident (typically, a single additional success will be sufficient to avert any kind of disaster).
Normal failures simply mean that the spell does not go off at all; a botch, however, can range from calamitous to disastrous, depending on the method of travel and the distances involved; flying brooms may end up plummeting out of the sky, while teleportation botches give the Storyteller a perfect opportunity to recreate their favorite Star Trek transporter mishap or perhaps some choice scenes from The Fly. About the best the sorcerer can hope for is to be stranded in the middle of nowhere with no idea what has happened.
[ 1 - 6 ] Conveyance Levels 1 - 6 ( XXX - Page X )
Traveling to a place you have never been to adds one success to the total. Teleporting requires two additional successes. (Teleportation is not necessarily instantaneous; you must still assign a rating to Speed.) Crossing through barriers in your way requires one success per barrier (and it must be something that you could actually find a way around or through; a hermetically sealed chamber is safe from your powers).
Level | Range |
1 | 10 feet (across a room). |
2 | 100 feet (Across a warehouse). |
3 | About a mile. |
4 | Up to five miles. |
5 | About ten miles (across a city). |
6 | 100 miles or so. |
These ranges are guidelines and assume a relatively inhabited environment; passing through deserted prairies or arctic wildernesses is much easier, and ranges might be doubled or even tripled in such terrains.
Level | Speed |
1 | About three times what you could do on foot. |
2 | You get there about as fast as if you drove, red lights and all. |
3 | About 45 seconds per mile traveled. |
4 | You can cover miles in seconds. |
5 | Instantaneous. |
6 | You can, when you have to, get there before you left… or that's the way it seems. |
Level | Number |
1 | Yourself, and if you're lucky, your clothes. |
2 | Yourself, your clothes, and around 20 pounds of stuff. |
3 | Yourself and one other person or a couple hundred pounds of things. |
4 | Two passengers. |
5 | Three passengers. |
6 | Up to five other people can go with you. |
[ 1 - 6 ] Conveyance Rituals ( XXX - Page X )
[ 1 ] Unknowing Leap ( XXX - Page X )
This simple ritual works like a basic use of the Path, but with a couple of minor differences. For one, it takes five minutes to perform. However, it removes the extra success and difficulty required to go somewhere you don't know about ahead of time, whether by fine tuning instruments or just meditating to improve your focus. This costs a point of willpower.
[ 2 ] Teleport Ward ( XXX - Page X )
Even a novice student of the Path of Conveyance can create wards against unwanted intrusion by others using this Path. To ward a room or building against teleporting intruders, the sorcerer must first mark the limits of the ward he is going to place. (Technosorcerers, for example, will set up electromagnetic interference waveguides, subspace harmonic oscillators and other equipment, while a sorcerer trained in the Hermetic Arts would scribe sigils of protection on the walls, doors, windows, floor and ceiling of each room he wanted to protect). One this is done, the sorcerer rolls as normal. each success rolled is a threshhold for someone trying to teleport into the warded area. This degrades by one success per month, but can be maintained with a point of willpower and a single success on a difficulty 7 Stamina + Occult roll.
[ 3 ] Get Me The Heck Outta Here! ( XXX - Page X )
Often cast as a hanging ritual by those more interested in avoiding fights than finishing them, this ritual carries the user back to a home location specified at casting instantaneously, as long as the locale is within 50 miles. This ritual costs 1 Willpower, and requires 4 successes on a difficulty 8 roll. Additional successes scored (or needed) can aid in the necessary range (20 extra miles per success). If the home location is out of reach after successes are tallied, a Wits + Occult roll (Difficulty 6) allows the caster to retarget to a closer, but still well known point.
[ 5 ] Teleportal ( XXX - Page X )
Master sorcerers can build permanent gateways between locations. These gateways through space allow anyone who knows the opening phrase or command to travel swiftly from one end of the passage to the other. This ritual takes days of preparation, some of which must be spent at both sites. Once these preparations are done, the sorcerer makes an extended roll against difficulty 8; each success adds either 10 miles to the range (the total distance between the two gateways must be reached), fives uses to the portal, or some kind of specification to the gateway (at either or both ends; for example, designating it one-way, restricting to women only, only the creator, or only those with a code word or type of object). Assistants can and should be used for this ritual. A Teleportal costs one permanent point of Willpower to create, but more uses can be added with a temporary point and roll after the initial casting.