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This is a very carefully controlled use of
gravity manipulation. The sorcerer manipulates another
proto-dimension's gravity to levitate and move about. Taking off
requires an Average: Sorcerous Flight test. Once take-off has been
achieved, sorcerers do not have to test again unless their
concentration is disturbed (by being wounded, panicked. or
fear-stricken, etc.) or they have to make a difficult or tricky
maneuver (changing direction abruptly, stopping suddenly, etc.). If
the sorcerer's concentration is disturbed, the sorcerer has to pass
a Difficult: Sorcerous Right test or fall. If the sorcerer has to
make a hard maneuver, the referee determines if he makes the
maneuver first, setting the difficulty level for a Sorcerous Right
or Agility test (whichever is higher), then the sorcerer makes an
Average: Sorcerous Right test to remain in the air.
Flying sorcerers (pun not intended) can
move at a speed of 3 times their Sorcerous Flight skill in meters
per turn. Altitude is gained at the expense of forward movement.
Backlash for Sorcerous Flight varies. Sorcerers
who fail their initial Sorcerous Flight tests become dizzy from the
momentary gravity change and can't take any further actions that
turn (except for falling prone or hiding behind something).
Catastrophic Failure causes the sorcerer to rocket 3D6 meters into
the air, then fall.
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