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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