This power is used to move a target from one Area to another. Some examples of this in action are Mortal Kombat's Scorpion using his whip to pull enemies to him, Jedi knights using the Force to telekinetically knock battle droids aside, or tractor beams in various sci-fi media.
Push: This power moves a target from one Area to another. On a basic success, the target will be moved one Area if they fail to resist. Points of Advantage on the casting roll may be used to add extra Areas of movement, additional targets, or additional difficulty to the resistance roll. While the power is active, the targets must roll against the caster to resist being moved. Which traits are rolled will vary depending on the specific power, but as a rule of thumb the resistance roll should be made with an attribute (which every character has) unless you want the power to be irresistible for those who lack training in a particular skill. The difficulty of the resistance roll can be based on an attribute or skill of the caster (which will require the caster to invest in other abilities to maximize the effectiveness of this power) or it can be a set value (which the caster can boost with a good casting roll).
- The Necromancers of Taj Neroth know three variations of this power. Worshipers of Nai Ctagn know “Call the Fyaghin Hounds”, a Focus spell that summons a pack of spectral beasts that appear to be semi-transparent six-legged greyhounds with a circular crown of outward curving horns where the head should be. The hounds run towards the target and attempt to ram it with their horns and push it in the direction commanded by the caster. The hounds appear in a constant stream from the caster's shadow and disappear into another shadow after passing or ramming the target. In order to resist being moved by the hounds, targets must roll their Finesse (to dodge the hounds) with a difficulty equal to the caster's Wrangling skill (which represents how well the caster can dominate and direct the hounds).
- The necromancers who worship one of the forms of Lopcilthoth know “Defenestrative Compulsion”, an Instant spell that uses a quick telepathic “push” to provoke the sudden urge to leap from a height. To resist the compulsion, the target must roll Cunning (to see through the illusion or recognize the extreme foolishness of this sudden suicidal tendency) against a difficulty equal to the caster's Persuasion skill (to represent the force of their suggestion). If the target fails to resist, they will jump off an adjacent cliff or out a nearby window. If there is no such precipice nearby, the character will move toward the nearest one (or try to climb something from which to dive if there is nowhere to go but up).
- The necromancers who worship a guise of Chuchilbara know the “Flight of Panic” spell, a Focus spell which emits a wave of black terror to send their enemies in a mad dash away from the caster. It is resisted by rolling Will with a difficulty equal to the caster's Intimidation skill.
- Among the Elemental Mages, this power is known to the Water, Air, and Earth mages. “Control Current” is a Scene Water spell that causes or redirects a current in a body of water. It is resisted by rolling Might with a difficulty equal to the current's movement (e.g. a casting of the spell that will move the target two Areas has a resistance difficulty of 2). “Water Jet” and “Gust of Wind” are both Instant spells that push a target with a concentrated stream of summoned water or air. “Water Jet” is resisted by Finesse and “Gust of Wind” is resisted by Might, both have a difficulty equal to the caster's Shooting. The “Loose Soil” spell is a Focus Earth spell that causes the gravel and grains of sand and dirt under the target to rotate in place like a conveyor belt to move them against their will. It is resisted by Finesse with a difficulty equal to the caster's casting skill.
- Aetheric Engineers use this power to create tractor beams (which move targets closer to the device) and repulsor beams (which move targets away). Both are Focus devices that require Knowledge: Aetheric Engineering rolls to adjust the beam each round the power is maintained. They are resisted by Might rolls with a difficulty of 1 boosted by points of Advantage on the casting roll when the device was built (most such devices are difficulty 4). Hermetic Dynamicists can make kinetic ray guns, which can move targets in any direction but otherwise function like the tractors and repulsors of Aetheric Engineers. Hermetic Dynamicists also produce “battering rays”, which are guns that knock foes back with blasts of concussive force (Instant device, resisted by Toughness with a difficulty equal to the Shooting roll used to fire the gun).
- The Dai Zha and Ma Quy templars both often use this power to thin the crowd when being swarmed by many weaker enemies. The power can be resisted by organic creatures by rolling Concentration against a difficulty equal to the caster's Concentration skill (this frequently leads to the power being ineffective against other Source users). This power cannot be resisted by inorganics, which makes robots highly susceptible to being flung about.
- The Tyrian Brotherhood does not use this power. They typically use Intimidate or Taunt skills to drive away or draw in their enemies (or physically throw them into an adjacent area).
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