Exomancy

From ElanVital

Jump to: navigation, search

Contents

Basic Facts

Colloquial name: Wormhole
Official name: Exomancy
Most commonly used name: Exomancy
Discovery: In 620, by Jarrod Petakova.
Skill Definition: Exomancy, also known as Wormhole, is the very strange and curious power some Celestians possess of instant teleportation. Some believe that it opens up miniature wormholes through which the Celestian passes, though science has so far been unable to confirm this. In the wild it was originally observed in several small insect species, capable of evading swats with ease. Exomancers report no strange sensations or ill effects from their transport- it is a silent, instanteous and sensation-less teleportation. However, they must take several seconds before they teleport anywhere to fix a memory of a location in their mind. A picture will not do; an Exomancer cannot teleport anywhere they have not personally been.

Common Uses: Probably the most common use for Exomancers is as couriers; Petakova uses them for high-paid messengers who serve the government and the highest nobility. The most powerful Exomancers can cross the city in a matter of a minute, with a quick string of long hops; they create nearly as efficient communication as electronic methods for non-urgent messages, though they are considerably limited in number.

Skills Potentially Scaled

None.

Rule Information

Rule Notes: Exomancy can be used to evade attacks.

When used in this form, it should be posed as a 1 or 2 foot teleport; Exomancy typically requires some few seconds to focus on the destination, seconds that are lacking in common. Therefore, Exomancers can only teleport a notable distance on their own action, not as reaction to something else.

Exomancy can be used to evade every attack in a round; however, regular iterative penalties as laid out on the Combat page will still apply.
Common Modifiers: Exomancy is typically rolled at 0.



Roll Result Chart

Terrible: Teleport in 1-foot hops.
Poor: Teleport in 5-foot hops.
Mediocre: Teleport in 10-foot hops.
Fair: Teleport in 25-foot hops- or, when opposed, as far as an Athletics roll of Good can run in a round, assuming said terrain is suitable for running.
Good: Teleport in 50-foot hops- as far as a Great Athletics roll.
Great: Teleport in 75-foot hops- as far as a Superb Athletics roll.
Superb: Teleport in 100-foot hops- as far as a Legendary Athletics roll.
Legendary: Teleport in 150 foot hops- as far as a Legendary+1 Athletics roll.

Personal tools