Path of Travel
By Deirdre Brooks (xenya@teleport.com)
Description
This path deals with the manipulation of distance and movement. The master may travel anywhere in the world or outrun the fastest creatures on earth. For those levels which deal with teleportation (2 and 5), the caster may not teleport into a solid object. If this happens, the effect fails and she must spend five blood points. If she does not have five blood points, she takes the difference as health levels.Training in Travel is generally restricted to Pontifices and above, or Astors.
* Swift Running
This allows short bursts of high speed.System: Each success allows the caster to move at double speed for one minute per success. This does not add any additional actions or increase initiative.
** Sidestep
The caster may perform a quick sidestep to dodge an incoming attack, provided he is aware of it. If Auspex provides warning, he may use this power to avoid attack, however with less information, he will have less chance to avoid harm.System: Each success subtracts two successes from any attack, as if the vampire dodged. If the warning came from Auspex, and only one or two successes came from that roll, each success only subtracts one from the attack. He will reappear anywhere within six feet of his original location.
*** Lightning Speed
The user may travel at 10 times normal running speed for short periods of time. Maintaining this power tends to rapidly tire out most kindred. This power does not provide additional actions.System: This effect lasts for one turn per success and costs one blood point each turn in addition to the blood spent to activate the power.
**** True Path
This power can be used in two ways. The first use is to allow the caster and those travelling with him to travel with the minimum of delay. The second is to cause another to travel with the maximum of delay. This manifests as coincidence: the traffic lights are always green, no traffic jams, buses and cabs arrive early. For this power to work, the caster must make the effort to continue toward his destination. Once he stops travelling (deliberately, waiting for a connection doesn't count), the effect ends. Regardless, the power always ends at sunrise.System: For use to aid travel, the caster's familiarity with the destination determines how many successes are necessary. Use the table under Teleportation. For use to hinder travel, use the below table to determine the effect:
Successes | Increased travel time
|
1 | 1.5x
|
2 | 2x
|
3 | 3x
|
4 | 5x
|
5 | 10x
|
The target may resist this power by rolling Willpower, difficulty 8.
***** Teleportation
The caster may instantaneously travel to any point within range (Willpower x 5 miles). However, she may be disoriented as a result of travelling. She may only travel alone in this fashion.System: The caster spends five blood points and rolls as normal. Compare to the following table to determine number of successes necessary:
Successes | Minimum Familiarity
|
1 | Completely familiar (e.g, her own haven).
|
2 | Somewhat familiar (e.g., Favorite nightclub).
|
3 | Familiar (visited 3-5 times).
|
4 | Visited once.
|
5 | Described in detail, have a photograph.
|
Afterward, roll Stamina, difficulty 4 + number of required successes. If the caster receives no successes, she suffers +2 difficulty to all actions for the next turn. On a botch, the penalty lasts for the scene.