Sorcerous Flight

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Originally Published:  2011-12-28
Last Updated
:  2011-12-28
Original Concept:  GDW, Inc.
Final Design:  GDW, Inc.

 
 
 
 

ClusterEmpathy [Sorcery]
Controlling Attribute(s) EMP
Restrictions:  None

 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.