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Wind
Wind magics deal with natural conditions such as precipitation and cloud cover. As magic, it is most practical when invoked over a small area. It can be quite useful in that it can alter the battlefield itself, rather than the abilities of the combatants, evening the odds in an unfair fight by preventing the use or overwhelming odds or allowing escape from a hopeless battle. It can also be used directly, to create and control drafts of wind and gusts of air, but is generally less precise and versatile than the Movement shctick. Wind Difficultiy Numbers
The difficulty of effects affecting the environment depends on it's nature. If you are high up in windy air, flying or on a mountain top, the difficulty is zero and the Outcome is doubled. A Backlash with Wind magic reduces your Reflexes by one for the rest of the session. Wind EffectsThis is similar to the Blast effect Foul Spew: Slippery Slime and the Ice effect Sleet. Gust of WindA directional blast of wind. It can blow out torches, capsize small boats, blow away the dust and debris of ages and power a small ship. It is mainly used for distracting stunts in non-combat situations. To distract someone, make a Sorcery roll against your target's Dodge or Agility (with a minimum of the environmental difficulty). Each point of Outcome means he will be distracted for one minute while he gets his stuff in order. This will not prevent him from engaging in combat or from an immediate response to immediate problems, but will prevent any orderly work or task. An Outcome equal to his Perception means he has lost some vulnerable gear, such as torches, veils, skirts, maps or cloaks. Works great as a distraction on an army base, archeological dig or other organized camp. Dust Devil Manipulate WeatherYou can change the weather in an area around you. This effect is mostly used to set the scene, but can make your enemies confused or force them to separate. Use standard environmental difficulties. Depending on the outcome and the GM's shim, this may affect a large or small area, but usally affects the entire set. It is possible to expand the weather effect to a very large area by expending Magic points:
Creating very unlikely weather, such as a snowstorm in the Sahara, is very hard and incurs a penalty of -5. The GM may also decide it derails the plot, thus failing automatically. For example, if the plot revolves around the rigors of dessert travel, no amount of sorcery will change the climate to cold temperate. Manipulate weather lasts until dispersed normally. This takes at least a few minutes, but may last hours. Large-scale weather control lasts longer. Cold Heat and Humidity Mist Rain Snow Thunder Wind Mist FormFor three Magic points, you an assume mist form. In this form, you can fly at will, use Wind Riding, and move through holes and small openings, though this last stunt takes time and is uncomfortable. You become very vulnerable to gusts of wind, but are otherwise almost immune to attacks. You normally suffer no more than a single Wound Point from any physical attack. Element-based attacks affect you normally. If you wonder what the corresponding lesser variant of this power is (as exemplified in the other elemental schticks), that power is simply Wind Riding. Reverse MissilesYou can always Dodge missile attacks (arrows, bolts, thrown weapons) using your Sorcery if you know the Wind schtick. For a 3-shot definsive action point that provides a +3 bonus to Dodge, you can send any such weapons that fail to hit you back against the shooter. Treat the negative outcome of the attack as a positive Outcome of this counterattack. Wind RidingYou can move very fast through the air at the cost of a Magic point, with a Move equal to your Sorcery. Doing other things while Wind Riding counts as a continuos action. You are not very agile. You must move a minimum of half your Move each action, and may make no more than 60° turns between moves. Taking of and landing are actions while Wind Riding. Use environmental difficulties. As a part of this action, you can make a normal move. On later actions you can make either double or normal moves, just as you ordinarily can run or walk. See the Movement schtick and the effect Flight for more rules on aerial movement. Gift of the Wind Flying Carpet Feather Fall Wind Elemental MasterWith Elemental Master, you can dominate wind elementals and expect them to do your bidding, if they are not dead-set against you. You can communicate with the elementals, and speak their language fluently. Use Sorcery instead of your Charisma for purposes of dealing with them. The elementals fear and respect you and will not attack you without provocation. Summoning and controlling elementals is governed by the Sorcery schtick Summoning. Sense Elemental Wind ProtectionYou are protected against the harmful effects of wind. Whenever you would take damage from wind, subtract your Magic from the damage dealt to you. This is not armor or Toughness, and cannot be bypassed as such. You can even survive on the elemental plane of wind. Wind attacks include Elemental Aura and Blast variants of lightning and telekinesis using wind, as well as wind otherwise used. It also includes falling damage and harmful gases. Wind WallA churning mass of volatile air can be used to block ranged attacks, fliers and nastiness like gas and gouts of flame. You conjure a wall of churning air at the cost of a Magic point. The wall can be formed as a cloud, plane or sphere. It can be transparent or semitransparent with mist, as you desire. Use environmental difficulties to invoke the Wind Wall, it lasts a minute per point of Outcome. The wall has a length or diameter equal to your Magic, and can curve or bend as you wish. It's height is equal to the Outcome. Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your Sorcery AV. Simply walking through the wall is hard; halve movement, and light objects will be flying about and flames will gutter as appropriate. Zen Marksmanship negates the attack penalty. Those failing to fly in the Wind Wall are tossed to the edge of the area, but not directly harmed. Weather PredictionA sorcerer can roughly predict the weather a number of days into the future equal to his Magic attribute, and give detailed predictions an equal number of hours in advance. These predictions will dramatically change if another sorcerer alters the upcoming weather.
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