Just some thoughts. Feedback is appreciated.
--EDG
- Ofanim can "charge" their resonance: A Wheel can use the third facet of
his resonance, without actually moving, once per round for a number of
rounds up to his total Forces, if he is in celestial form. When he chooses
to move, or when he has reached his maximum duration, he will move a number
of miles in a single minute equal to the sum of the check digits of each of
the resonance rolls he has just made. A resonance failure at any point
will stop the process in its tracks and force the Ofanite to start
over. (This does not cause dissonance, however.)
For example: Ed the Average Ofanite decides he's in a bad situation and
needs to get very, very far away, although he has about a minute to play
with. He can stand for nine rounds - his total Forces - in celestial form
and concentrate in himself the essence of Speed, using his resonance every
round: the results are successes across the board (CDs 4, 1, 3, 2, 5, 4, 6,
3, 4), and when Ed finally lets go 45 seconds later he accelerates to 32
miles per minute (although it'll only last for a single minute). If Ed had
failed - even on the ninth roll! - all of his previous successes would have
been negated.
(Yes, I'm stealing this from myself.)
- Ofanim effectively have a limited corporeal teleport: By making a
resonance roll in his vessel, and then making *another* on the subsequent
round, an Ofanite can decorporealize, move *up to* a number of miles equal
to the check digit of the second resonance roll (the Ofanite may choose
where he appears), and recorporealize on the other end. There are two
catches, though: first, the check digit of the first resonance roll must be
at least equal to the level of the Ofanite's vessel, or the second roll
does nothing; second, the Ofanite is unable to act again during the round
in which he appears (although he does not make disturbance at either end of
the movement). The Ofanite moves at (88 * the check digit) feet per
second, or (440 * the check digit) feet per round, rounded up in the case
of split seconds; use this to calculate the time a single teleportation takes.
Actually, there's a third catch. The Ofanite cannot teleport into
anything; if the space he wants to move into is already occupied, he is
shunted to the closest available open space capable of fitting his body,
both he and the object (animate or inanimate) take Body hits equal to the
Ofanite's vessel level (which can cause disturbance), and the Ofanite takes
a note of dissonance* (the Symphony's way of saying "watch where you're
going!").
For example: Ed is in a bad situation, but doesn't want to get far away
from it - just through the mortar wall and up a level. His vessel level is
3, so he needs a 3 or better on his first check digit (a 4, so it works),
and the next round he can roll his resonance again to actually move. Since
his intended destination is about 200 feet away, and he rolled a 1 CD, he
can get there in about three seconds; he'll be unable to act until the
beginning of the next round, though.
* (I'm not sure about this.)
- Ofanim can "go geocaching": Effectively, this is the art of homing in on
an object. If an Ofanite has seen an object (or person) and knows roughly
where it is, he can use the second aspect of his resonance to track the
object down exactly. This roll carries a penalty of -1 for every full mile
the Ofanite is distant from the rough location, but every use of the
resonance will give him a more refined location that is (CD) steps closer
to the actual object. (The Ofanite must go to the new location before he
can refine his search further; the location is within that step's length of
the object.) Failing a roll during this process does *not* negate the
usefulness of the previous rolls; however, the GM may require an
Intelligence roll to remember the last location, if the Ofanite abandons
the chase temporarily. Use the following list (or a metric equivalent) of
steps of closeness:
1 league (3 miles) > 1 mile (8 furlongs) > 1 furlong (40 rods) > 1/2
furlong (20 rods) > 1/4 furlong (10 rods) > 1 rod (5.5 yards) > 1 yard (3
feet) > 1 foot
Example: Ed is trying to track down his sunglasses, which he lost in the
Tether raid last week. He knows they're near the Tether somewhere, but
isn't sure where. He uses his resonance and gets a CD 4 - enough to get
him a location that's within half a furlong (330 feet) of the sunglasses,
and on the grounds of the Tether. When he gets to that location, he rolls
again and gets a 1, which gets him within 165 feet of the sunglasses, and
closer to the Tether. Walking over, he makes still another roll, for a CD
3, which gives him a location well inside the Tether and within a foot of
the sunglasses. At this point he can move in, grab the sunglasses from the
visor of the knight's armor that they'd been placed on (Dark Humor...
eugh), and move out before anyone's the wiser - hopefully!
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