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Movement


Allows the spellcaster to move objects around and to affect the movement of living things. This can be telekinetic movement, animating spirits, mobile elements or whatever. Movement as understood by this schtick is generally slow and deliberate; for fast, wild movement consult the Wind schtick.

Movement effects normally have a difficulty equal to the target's Body, representing the difficulty of overcoming inertia. Mind versus Matter. An unwilling target can substitute his Dodge.

All movement effects must be started up as an action. As a part of this action, you can make a normal move, as defined by the effect. On later actions you can make either double or normal moves, just as you ordinarily can run or walk.

Calculating movement in three dimensions is somewhat different from normal. Basically, downward movement if free. Movement upwards counts normal, but lateral and vertical movement is calculated separately and added together to figure effective distance. So if you move to a point five meters away and three meters up, you have effectively moved eight meters.

The Backlash from any movement effect causes the sorcerer to be violently hurled a number of meters equal to the Difficulty of the check in a random direction. This will likely entail taking some damage, approximately equal to the distance you are hurled, but should be based on what the sorcerer lands on.

Movement Effects

Animate Object

You can cause an object to move on it's own, making ropes tie themselves, boulders roll et at. Such objects have a sum of Body and Reflexes equal to your Sorcery Action Value. Light objects thus become quick and nimble, while heavy objects lumber about. Reflexes can never be higher than your Magic, and there is no such thing as negative Body. Animated Objects only take actions under your direct supervision. A more combat oriented variant is the Blast Animate Object.

Chucking Things About

You can move objects by the power of Sorcery. Such movement is generally slow and does not allow fine control. Basically, it is as if the target fell in the direction you decide upon. An anchored object can enjoy a much-increased defence.

The object has a Move equal to the Outcome. This movement can be sustained with a continuos action as long as the target does not struggle. An unwilling target forces you to make a new roll for the stunt in each action. If you direct an action solely to moving an unresisting object, it can travel twice as far, according to the normal running rules. The maximum Move possible with this effect is your Magic attribute.

You can spend Magic Points to increase the maximum size of objects you can move. Each magic point spent reduces the effective Body of the object by three. You cannot reduce a target's Dodge in this way.

Stunts

A myriad stunts are possible using the “Chucking Things About” effect. Some of these require some more attention.

Rolling, rolling, rolling: Sometimes it is possible to move larger objects by applying just enough force to get them rolling under their own steam. For example, a sorcerer might want to move a tractor trailer parked on the side of a hill. After using Remote Manipulation to take care of the parking brake, Strength 8 or so of pressure in the right place would get the truck rolling down the hill.

Parry: You can deflect incoming attacks, either actively or passively, using your Sorcery as the Dodge value.

Feather Fall

You can safely break a fall as a defensive action. The target still falls, but takes no damage from landing. The difficulty is the target's Body. Doing this for yourself is a one-shot action, but if somebody else is involved, it requires three shots. Snap-shot and multi-target stunts are possible.

Flight

This is the effect the same name from Feng Shui, p 118. It costs a Magic point to fly.

You can fly through the air at your usual Move rate. You can fly no higher of the ground than your Magic attribute. You will need to make checks when doing stunts like picking up other people, zipping through small openings, et al. Similar to the Wind effect Wind Riding.

Flying Circle
You can bring others along while flying by using a carpet, sand dune, moonbeam, radiant pentagram or other mystic conveyance. A number of people equal to your Magic attribute can levitate along with you. They must all be within a diameter equal to your Magic in meters. All their actions count as continuos actions, just as if they were sitting in a vehicle. This costs a magic point for each scene.

Haste and Slow

You can alter your target's Speed or Move rating for one Sequence. The Difficulty is the subject's current attribute value in the highest of Body and the affected attribute, and half the Outcome can be either added to or subtracted from the attribute in question. Characters who don't want to be affected up can Dodge, substituting their Dodge for the appropriate attribute. Altered Speed applies to the next Sequence's initiative roll.

It is possible to change the Speed and Move of a vehicle with this effect. Magic points can be spent to reduce a high Body rating, just as for Chucking Things About.

Remote Manipulation

You can manipulate objects without touching them. The object can be manipulated using any skills or attributes you have, as long as the Remote Manipulation spell is maintained as a continuos action. The maximum Reflexes and Strength of this effect is your Magic attribute.

Snatch
You can try to snatch or pilfer an object from another character. Performed subtly, this can be a great way to steal. The difficulty is his Perception or Dodge. It takes an Outcome equal to the distance between you and him to bring the object over to you; otherwise it merely lands on the ground. Any handheld object, as well as a signature weapon or something secured to his person gives a -5 to your action.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Fri, Jun 21, 2002.