Stormwind Rider: Difference between revisions

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'''STORMWIND RIDER'''
'''STORMWIND RIDER'''
'''COST:''' 15 motes
<br/>'''COST:''' 15 motes
'''TARGET:''' Summoned stormwind
<br/>'''TARGET:''' Summoned stormwind
<br/>The sorcerer calls up a mighty wind and wraps herself in it. The result is a dust deveil-a tornado like vortex that's smaller and less devastating to the landscape. The dust devil flies low, usually just touching the ground. The stormwind vortex can jump obstacles 50 feet wide or 30 feet high but cannot actually fly. It can survive falls of 30 feet and completly protects the sorcerer and any other contents during such short falls. If the vortex falls any further, it dissipates on impact. Treat longer falls as 60 feet shorter, with a minimum of 0-foot-fall for the purposes of determinng damage.
<br/>The sorcerer calls up a mighty wind and wraps herself in it. The result is a dust devil-a tornado like vortex that's smaller and less devastating to the landscape. The dust devil flies low, usually just touching the ground. The stormwind vortex can jump obstacles 50 feet wide or 30 feet high but cannot actually fly. It can survive falls of 30 feet and completely protects the sorcerer and any other contents during such short falls. If the vortex falls any further, it dissipates on impact. Treat longer falls as 60 feet shorter, with a minimum of 0-foot-fall for the purposes of determining damage.
<br/>The dust devil carries the sorcerer and (Essence x 200) pounds of passenger or cargo at speeds of 45 yards per tick - oughly 100 miles per hour. The vortex is immensley maneuverable. A character sterrting it in combat may take a 30-yard Move action or 45-yard Dash action on every tick and can fly it through a forest or other obstacle strewn location. The first time the character sets foot on the ground, the vortex and its magic dissipates.
<br/>The dust devil carries the sorcerer and (Essence x 200) pounds of passenger or cargo at speeds of 45 yards per tick - oughly 100 miles per hour. The vortex is immensely maneuverable. A character sterrting it in combat may take a 30-yard Move action or 45-yard Dash action on every tick and can fly it through a forest or other obstacle strewn location. The first time the character sets foot on the ground, the vortex and its magic dissipates.
<br/>Characters inside the vortex can see out. it equires concentration to fly the vortex, imposing a two-die internal penalty on the character's actions and DV. The roaring winds impose a two-success external penalty on missle Awareness rolls to recognize those inside and a three-sucess external penalty on Awareness rolls to hear others' words when within 15 yards of the sorcerer. It's considered polite, when using a stormwind to visit an associate, to land a fair distance away and approach on foot.
<br/>Characters inside the vortex can see out. It requires concentration to fly the vortex, imposing a two-die internal penalty on the character's actions and DV. The roaring winds impose a two-success external penalty on missile Awareness rolls to recognize those inside and a three-success external penalty on Awareness rolls to hear others' words when within 15 yards of the sorcerer. It's considered polite, when using a stormwind to visit an associate, to land a fair distance away and approach on foot.
<br/>The spell can be used in war. If the sorcerer increases its shaping time to long ticks and reduces its movement to wartime movement, this spell can transport a unit of Magnitude no greater than his Essence, along with (essence x 200) pounds of well-organized and well-packed unit supplies. the sorcerer must be attached to this unit.
<br/>The spell can be used in war. If the sorcerer increases its shaping time to long ticks and reduces its movement to wartime movement, this spell can transport a unit of Magnitude no greater than his Essence, along with (essence x 200) pounds of well-organized and well-packed unit supplies. the sorcerer must be attached to this unit.

Latest revision as of 04:26, 18 April 2007

STORMWIND RIDER
COST: 15 motes
TARGET: Summoned stormwind
The sorcerer calls up a mighty wind and wraps herself in it. The result is a dust devil-a tornado like vortex that's smaller and less devastating to the landscape. The dust devil flies low, usually just touching the ground. The stormwind vortex can jump obstacles 50 feet wide or 30 feet high but cannot actually fly. It can survive falls of 30 feet and completely protects the sorcerer and any other contents during such short falls. If the vortex falls any further, it dissipates on impact. Treat longer falls as 60 feet shorter, with a minimum of 0-foot-fall for the purposes of determining damage.
The dust devil carries the sorcerer and (Essence x 200) pounds of passenger or cargo at speeds of 45 yards per tick - oughly 100 miles per hour. The vortex is immensely maneuverable. A character sterrting it in combat may take a 30-yard Move action or 45-yard Dash action on every tick and can fly it through a forest or other obstacle strewn location. The first time the character sets foot on the ground, the vortex and its magic dissipates.
Characters inside the vortex can see out. It requires concentration to fly the vortex, imposing a two-die internal penalty on the character's actions and DV. The roaring winds impose a two-success external penalty on missile Awareness rolls to recognize those inside and a three-success external penalty on Awareness rolls to hear others' words when within 15 yards of the sorcerer. It's considered polite, when using a stormwind to visit an associate, to land a fair distance away and approach on foot.
The spell can be used in war. If the sorcerer increases its shaping time to long ticks and reduces its movement to wartime movement, this spell can transport a unit of Magnitude no greater than his Essence, along with (essence x 200) pounds of well-organized and well-packed unit supplies. the sorcerer must be attached to this unit.