Thursday, July 10, 2014

Salto

Salto is a sister discipline to Obfuscate, Obtenebration, and Temporis. It is a discipline that encompasses the understanding and manipulation of space and time. The name itself is derived from Latin, and means 'to leap', for indeed the kindred possessing this discipline seems to be able to leap through space and time in an instant.

Pass Barrier
This most basic ability allows the kindred to defeat simple solid barriers by stepping past them in a very limited form of instantaneous teleportation. This is highly limited in several ways. The barrier must be no thicker than the kindred's outstretched arm, it must be composed of some solid material (which may include mystical substances), and the area beyond must be relatively free of obstacles.
If these criteria are met, the kindred can simply 'step' from one side of the barrier to the other in a single action.
System: Perception+Dodge roll, difficulty 6
Cost: 1 Bp
A botch indicates that the kindred is stuck within the barrier. This will automatically cause ten Health Levels of Damage, but some of this may be soaked by Fortitude alone.

Assail ●●
This ability allows the kindred to vastly increase the range and height of her leaps. For a few moments she suspends her relationship to space and gravity in a limited sense. While she can be observed in the process of these leaps, she is no longer subject to the natural laws of physics. She can accelerate or slow ascent and descent, or even pause in mid-leap. Natural forces such as wind and gravity have no effect upon her while in this state. Unnatural forces such as attacks will affect her normally during this action, however.
System: Perception+Athletics roll, difficulty 6
Cost: 1 Bp
Botch or fail: The leap is completely normal.
1 success: Can extend a leap up to twice normal distance.
2 successes: Up to three times normal distance.
3 successes: Up to five times normal distance.
4 successes: up to ten times normal distance.
5 successes: up to twenty times normal distance.

Sidestep ●●●
This ability allows the kindred to avoid encounters or attacks with relative ease. For a few seconds she will seem to be in two places at once, and the intent of her opponent will be focused upon where she was, rather than where she is - which is directly behind her opponent.
If used, Sidestep must be the kindred's first action of any round. If Celerity is also being used, the next actions cannot be attacks, or the effectiveness of Sidestep is negated. If Sidestep is effective, the attention of the opponent is distracted completely by the afterimage of the kindred, rendering any attacks or actions against the kindred ineffective.
This is also a very useful way to avoid persistent attention, although it cannot be used upon anyone that is more then ten feet from the kindred.
System: Perception+Dodge roll, difficulty 6
Cost: 1 Bp
1 success: The afterimage is relatively unconvincing, and the opponent can re-acquire their focus within one turn or action.
2 successes: The afterimage is convincing enough that it may take two actions or turns for the opponent to realize they have been fooled (Unless the actions are attacks, which pass through the afterimage.).
3 successes: The afterimage is completely convincing, the opponent may continue speaking or acting towards the afterimage for a few turns (Unless the actions are attacks, which pass through the afterimage.).
4 successes: The afterimage is completely convincing, the opponent may continue speaking or acting towards the afterimage for several turns (Unless the actions are attacks, which pass through the afterimage.).
5 successes: The afterimage is overwhelmingly convincing, the opponent will convince themselves they are seeing it react appropriately to whatever actions they are taking against it, including attacks, for several turns.

League-Step ●●●●
At this level the kindred can imbue a single step with the ability to traverse great distances. In a single step she can teleport instantaneously significant distances horizontally or vertically.
This action brings with it certain risks, since the kindred may not know the details of where she is going to arrive. While she cannot necessarily appear within a solid object, her attempt will be blocked and repelled by solid objects occupying the space in which she intends to arrive.
System: Perception+Stealth roll, difficulty varies depending on the range desired:
Cost: 1 Bp
Line of sight up to one hundred feet: difficulty 6
Out of sight up to five hundred feet: difficulty 7
Out of sight up to a quarter mile: difficulty 8
Out of sight up to a half mile: difficulty 9
Out of sight up to a mile: difficulty 10

Counter ●●●●●
This is the only truly combative application of Salto. With this the kindred can avoid and counter any physical attack. She will seem to teleport a very short distance to one side or the other from an attack, putting herself in immediate range for a counterattack. The effect of Counter always moves the kindred to the nearest open ground in the vicinity of the attack (which could be detrimental on a ledge or precipice).
When used, Counter must be the kindred's first action of any round, and even without Celerity it allows one response action to be taken.
System: Perception+Brawl roll, difficulty varies with attack type:
Cost: 1 Bp
Normal Brawl or Melee attacks: difficulty 6
Accelerated Brawl or Melee attacks (Celerity): difficulty 7
Non-physical Discipline or Magical attacks: difficulty 8
Firearm attacks: difficulty 9 or 10 depending on handgun or rifle (at close range only)

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