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This is largely a combat skill, where the
sorcerer weakens the barriers between protodimensions and "borrows"
some of the conditions there, bringing them to the proto-dimension
he currently occupies. With this skill, a sorcerer can alter the
content of the air, the atmospheric temperature, and the gravity in
a confmed area. The skill can also be used as a sort d emergency
life-support. in essence bringing one's environment along on a trip.
This skill requires a great deal of controlled,
focused power which sends a clear signal to the Dark Ones. It is
treated as "Sorcerous Combat" for purposes d Darkling detectia1.
Change Environment effects a spherical area, with a radius equal to
the sorcerer's Change Environment skill level in meters.
Using the skill in combat or for other brief
bursts of time requires skill tests at normal empathic skill
difficulty levels. Using the skill for extended periods of time is
easier, starting at Easy for the first environment change and
becoming one difficulty level harder for each additional environment
change. Furthermore, the sorcerer must make a successful Change
Environment skill test every 15 minutes or lose the dimensional
merging -- conditions revert to original environment. The sorcerer
may not use any other empathic power while maintaining this changed
environment (also see the Proto-Dimensions Sourcebook, Vol. I for
further discussion of the use of this skill).
For instance, if Roman is venturing through a
proto-dimension of fire, and doesn't want to burn. he lowers the
temperature by reaching into a protodimension of extreme cold. He
also brings along some of Earth's atmosphere so he can breathe. This
is two environments, so every 15 minutes he has to succeed at an
Average: Change Environment test to retain his more hospitable
pocket environment.
Changing environments for extended lengths of
time can achieve the following effects:
Atmosphere: Merge the
normal atmosphere with another, up to a 90% mix. In short, Roman's
trek through Hades isn't that pleasant; 10% of the air he breathes
is the natural sulfuric smoke of the protodimension. Of course, it's
better than smothering.
Gravity: A change of up to 5 Gs
is possible when lessening the gravity, or up to 20 Gs when making
it heavier. Some places just have too high a gravity for humans. A G
is an Earth standard gravity, representing an acceleration of 9.8
meters (32 feet) per second².
Temperature: As the ranges of
temperature among the protodimensions approaches the infinite,
temperature can always be altered to fit the sorcerer's wishes.
Catastrophic Failure while trying to change
environments for an extended period causes a backlash upon the
sorcerer and anyone else within a radius in meters equal to the
sorcerer's Change Environment skill. The exact effects are upto the
referee. but they only last for one combat turn. Treat the backlash
as a Change Environment attack of the appropriate type, below. This
means that a backlash on an extreme Change Environment use can be
lethal.
Change Environment can be used in combat, with
the following effects. These effects can be sustained. as the
sorcerer concentrates on keeping the dimensional mix. However, the
sorcerer may not make any other attacks or use any other empathic
powers while using Change Environment. although a sorcerer may
increase the effects of an attack (for instance, continuing to raise
gravity and/or alter temperature in the same area).
Atmosphere: Each stage of
success replaces 10% of the atmosphere within the effective radius
with an equal quantity from another protodimension (note that this
10% could also be vacuum). By changing the atmosphere, a sorcerer
can blind his foes (smoky, hazy, or otherwise opaque atmosphere) or
choke his victims (depending on the toxicity of the changed
atmosphere, the victims could be poisoned, choke, or even drown).
The referee decides the exact effects.
Gravity: Each stage of success
raises or lowers the gravity by 1 G within the effective radius. By
raising the gravity, a sorcerer can slow and even crush his enemies.
At 2 Gs, movement is halved and physical tasks are two levels more
difficult. At 3 Gs, movement is quartered and physical tasks are
three levels more difficult. At 4 Gs, only crawling movement is
possible, and physical tasks are four levels more difficult. At 5+
Gs, movement and physical tasks are impossible. At 7 -10 Gs, anyone
inside the enhanced gravity field must pass a Difficult:
Constitution test each combat turn or pass out. In addition to this
test, victims at 10+ Gs take 1 D6 damage per G over 10 to their
chest location each turn. For example, a person trapped at 14 Gs
takes 4D6 damage to the chest location each turn. These conditions
may be altered for creatures adapted to higher gravities. By
lowering the gravity, a sorcerer can suspend a target, slowing
movement to a crawl (it is hard to move fast when each step hurls
you several feet into the air) and making all physical tasks two
difficulty levels higher.
Temperature: Each stage of
success raises or lowers the temperature 50 Celsius (90 Fahrenheit)
within the effective radius. At greater than 40° or less than 10°
Celsius (from 50° to 104° Fahrenheit), humans find all physical
tasks to be one level of difficulty higher. At greater than 60° or
less than -20° Celsius (140° to-4° Fahrenheit), humans find all
physical tasks to be two levels of difficulty higher, and must make
a Difficult: Constitution test each combat turn to avoid passing out
from either heat or cold. Temperature changes can be compensated for
with appropriate clothing and/or equipment (such as good winter
gear, or an "ice-box").
Should a sorcerer roll a Catastrophic Failure
while using this skill to attack, only the sorcerer suffers the
effects projected.
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