Monday, February 22, 2016

Teletransmission 2.0



Teletransmission 2.0

Type: Arcanist/Movement
Spell Speed: 1 Nn (Normal)
Range: Self/Touch
Duration: Instant
MERP: 1d4 MERP for caster, 1d6 MERP per passenger

Effect: Using pseudo hard science the Arcanist is able to transfer themselves to any spot in the T-Zoid of Real Life instantly at a cost of a 1d4 MERP. By holding hands, passengers may be transferred at an additional cost of 1d6 MERP each. As the Arcanist disappears there will be a rush of air and an audible pop.

How it works: Every location in the TZoRL has a unique locator code made up of an X, Y and Z Zoidal Runic Coordinate.  The more completely the casting Arcanist knows of a locations total XYZZRC, the greater chance they have of nailing a precise landing at the desired target destination. Some XYZZRC’s are “common” knowledge to most Arcanists, such as important libraries, shops that sell hard to find Arcanic wares and that seedy pub on the other side of the aqueduct. Additionally, every starting Arcanist can set 1d4 locations of their own choosing as long they are areas they have frequented.  These must be noted on the persona’s sheet and given a thumbs up by the Crypt Lord. The full XYZZRC is known for these areas and Teletransporting to those spots is 100%.  

An Arcanist may perform research in order to find a XYZZRC of some location they wish to transport to (such as a far away town or crypt).  Arcanists have several channels open to them, such as Orbnet, Orbo’s Cyclopedic Summoning, pestering colleagues and even pen and paper research in libraries.  The usual die rolls apply and availability will be up to you Crypt Lord.  Note, incomplete or even “false” XYZZRC’s can be learned (see below).  

Finally, an Arcanist may spend time in a location to learn it’s XYZZRC.  To conduct this study they will need 30 ulbs of fragile and costly equipment.  Each Gar-nuta of study allows them to make a d100 roll vs their “spot arcane”.  If the roll is made, they learn one of the Runic Coordinates. Every location has three such coordinates (X, Y and Z), the more the Arcanist knows, the better.  If only one or two Zoidial Coordinates are known and an Arcanist wishes to risk Teletransmission, use the percentages listed below:

1 Zoidal Coordinate Known: 30% of reaching desired destination
2 Zoidal Coordinates Known: 70% of reaching desired destination
3 Zoidal Coordinates Known: 100% of reaching desired destination

Failure of the die roll indicates the caster and passengers are re-directed into a Zethertrap.  Zethertraps are small chunks of alternate realities that drift in the Zetherscape. Typically they are cone shaped (see illustration) and the upper surfaces range from 1,000 to 10,000 feet in diameter. Most are inhabited by some manner of life that may or may not follow the physical laws of the T-Zoid of Real Life. Escape from a Zethertrap may range anywhere from easy to impossible.  It is not within the scope of this spell description to go into detail on Zethertraps, they will be dealt with in detail in a further post. See also: http://crypts-n-creepies.blogspot.com/2016/01/map-of-cosmic-all.html

In the case of two Arcanists Teletransporting to the same destination at the same time, the groups can appear either one after the other, all mixed up, repelled apart on landing as desired by the Crypt Lord.

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