Cypher Field - Skafoi
Jun 22, 2019 18:53:29 GMT -6
Post by Traskus on Jun 22, 2019 18:53:29 GMT -6
This cypher field requires at least one dot in Pilot to enter.
Skafoi 1
Focus (Multikey): Use multikeys in cyphers that don’t specify a focus.
Axiom of Travel: Vehicles you drive (the action, not the skill) increase their drive rating multiplier by 1.
Axiom of Travel: Vehicles you drive (the action, not the skill) increase their drive rating multiplier by 1.
Skafoi 2
Boost Speed
Skafoi 2
Test: Pilot + Intelligence
TN: 20
Action: Half Action
Keywords: Focus, Material, Somatic, Touch, Verbal
Duration: (Skafoi) rounds
Focus: Multikey
Material: A vial of nitrous oxide for a vehicle, or a
It’s a simple cypher but it gets the job done. The target’s speed is increased by your Skafoi. If the target requires a “driver” you must be that individual.
Bound
Skafoi 2
Test: Pilot + Intelligence
TN: 20
Action: Varies
Keywords: Somatic
Duration: Instant
The roll to activate this cypher can be used in place of the normal test to reduce damage from falling. It may also be used to cause the target to jump (the target’s speed) meters in any direction. If the target requires a “driver” you must be that individual.
Complete 180
Skafoi 2
Test: Pilot + Intelligence
TN: 20
Action: Half Action
Keywords: Focus, Touch, Verbal, Subtle
Duration: Instant
Focus: Combitool
It won’t be pretty or enjoyable (unless it is) but you can about-face like no one’s business. When piloting a vehicle or serving as helmsman, you may use this cypher as a control test to turn up to 180 degrees with a Maintain Control or Move action. This reduces the vehicle’s momentum by 1 or the spelljammer’s speed by 1.
Freedom of Movement
Skafoi 2
Test: Pilot + Intelligence
TN: 20
Action: Half Action
Keywords: Material, Somatic, Touch, Verbal
Duration: One hour
Material: a strap of leather
Wrap the strap around the target's arm, or the control system in the case of the vehicle. The target is unaffected by difficult and arduous terrain, cannot have their speed lowered, and may move across gaps as though solid ground so long as they end their turn on solid ground. Assuming they can't fly, of course.
A vehicle with the rail drive loses its Ride the Rails trait and vehicles do not have to stay above a certain momentum or go out of control.
Skafoi 2
Test: Pilot + Intelligence
TN: 20
Action: Half Action
Keywords: Focus, Material, Somatic, Touch, Verbal
Duration: (Skafoi) rounds
Focus: Multikey
Material: A vial of nitrous oxide for a vehicle, or a
It’s a simple cypher but it gets the job done. The target’s speed is increased by your Skafoi. If the target requires a “driver” you must be that individual.
Bound
Skafoi 2
Test: Pilot + Intelligence
TN: 20
Action: Varies
Keywords: Somatic
Duration: Instant
The roll to activate this cypher can be used in place of the normal test to reduce damage from falling. It may also be used to cause the target to jump (the target’s speed) meters in any direction. If the target requires a “driver” you must be that individual.
Complete 180
Skafoi 2
Test: Pilot + Intelligence
TN: 20
Action: Half Action
Keywords: Focus, Touch, Verbal, Subtle
Duration: Instant
Focus: Combitool
It won’t be pretty or enjoyable (unless it is) but you can about-face like no one’s business. When piloting a vehicle or serving as helmsman, you may use this cypher as a control test to turn up to 180 degrees with a Maintain Control or Move action. This reduces the vehicle’s momentum by 1 or the spelljammer’s speed by 1.
Freedom of Movement
Skafoi 2
Test: Pilot + Intelligence
TN: 20
Action: Half Action
Keywords: Material, Somatic, Touch, Verbal
Duration: One hour
Material: a strap of leather
Wrap the strap around the target's arm, or the control system in the case of the vehicle. The target is unaffected by difficult and arduous terrain, cannot have their speed lowered, and may move across gaps as though solid ground so long as they end their turn on solid ground. Assuming they can't fly, of course.
A vehicle with the rail drive loses its Ride the Rails trait and vehicles do not have to stay above a certain momentum or go out of control.
Skafoi 3
Directed Motion: Gain the upgraded (very rare) feat that may only be used to gain bionic locomotion. If you already had non-artifact bionic locomotion you can upgrade it to best quality instead.
Cling
Skafoi 3
Test: Pilot + Intelligence
TN: 25
Action: Half Action
Keywords: Focus, Touch, Verbal
Duration: Concentration (Half Action)
Focus: Combitool
The target really hugs the terrain. The target may navigate along walls or on ceilings as easily as on the ground at half their (or its) normal speed. If the target requires a “driver” you must be that individual.
Radar Rider
Skafoi 3
Test: Pilot + Intelligence
TN: 25
Action: Half Action
Keywords: Touch
Duration: Concentration (Half Action)
Dropping from orbit isn’t safe but sometimes it’s what you have to do. The target vehicle has the lander drive for the duration of this cypher. You must be the driver of the vehicle.
Cling
Skafoi 3
Test: Pilot + Intelligence
TN: 25
Action: Half Action
Keywords: Focus, Touch, Verbal
Duration: Concentration (Half Action)
Focus: Combitool
The target really hugs the terrain. The target may navigate along walls or on ceilings as easily as on the ground at half their (or its) normal speed. If the target requires a “driver” you must be that individual.
Radar Rider
Skafoi 3
Test: Pilot + Intelligence
TN: 25
Action: Half Action
Keywords: Touch
Duration: Concentration (Half Action)
Dropping from orbit isn’t safe but sometimes it’s what you have to do. The target vehicle has the lander drive for the duration of this cypher. You must be the driver of the vehicle.
Skafoi 4
Emergency Jump
Skafoi 4
Test: Pilot + Intelligence
TN: 30
Action: Reaction
Keywords: Somatic, Verbal
Duration: Instant
Not the best idea but hey, when needs must. You make an emergency jump into the warp. This may be used in place of an evasive mano/e/uvers action. If you pass, the target transitions into the warp until its next turn, automatically avoids the attack, and cannot be targeted/is not present until it comes back. If the target requires a “driver” you must be that individual.
If you fail, the target rolls on the warp travel encounters table; anyone who would be affected by this cypher gains 1d5 insanity points.
Swift Progress
Skafoi 4
Test: Pilot + Intelligence
TN: 30
Action: Half Action
Keywords: Fieldcraft
Duration: One Day
You have accessed the word of journeying and use its speed. You and a number of individuals up to your skafoi level can travel double the narrative speed of travel whether with normal effort or hurrying.
Know the Path
Skafoi 4
Test: Pilot + Intelligence
TN: 30
Action: Full Action
Keywords: Fieldcraft, Subtle
Duration: Instant
The word of journeying has taught you to find settlements. You learn the correct direction to the nearest inhabited area with more than 100 people in it. You may disqualify the last such area you were in.
Maximum Overdrive
Skafoi 4
Test: Pilot + Intelligence
TN: 30
Action: Half Action
Keywords: Material, Somatic, Touch
Duration: One round
Material: A liter of nitrous oxide
You got the turbo, too. Just in case. Double target vehicle's current momentum. This qualifies as the speed option for punch it actions... but you immediately have to make a maintain control test (TN = new momentum + speed +5) using the new momentum or go out of control and roll on the chart with a bonus equal to the amount of momentum gained.
Skafoi 4
Test: Pilot + Intelligence
TN: 30
Action: Reaction
Keywords: Somatic, Verbal
Duration: Instant
Not the best idea but hey, when needs must. You make an emergency jump into the warp. This may be used in place of an evasive mano/e/uvers action. If you pass, the target transitions into the warp until its next turn, automatically avoids the attack, and cannot be targeted/is not present until it comes back. If the target requires a “driver” you must be that individual.
If you fail, the target rolls on the warp travel encounters table; anyone who would be affected by this cypher gains 1d5 insanity points.
Swift Progress
Skafoi 4
Test: Pilot + Intelligence
TN: 30
Action: Half Action
Keywords: Fieldcraft
Duration: One Day
You have accessed the word of journeying and use its speed. You and a number of individuals up to your skafoi level can travel double the narrative speed of travel whether with normal effort or hurrying.
Know the Path
Skafoi 4
Test: Pilot + Intelligence
TN: 30
Action: Full Action
Keywords: Fieldcraft, Subtle
Duration: Instant
The word of journeying has taught you to find settlements. You learn the correct direction to the nearest inhabited area with more than 100 people in it. You may disqualify the last such area you were in.
Maximum Overdrive
Skafoi 4
Test: Pilot + Intelligence
TN: 30
Action: Half Action
Keywords: Material, Somatic, Touch
Duration: One round
Material: A liter of nitrous oxide
You got the turbo, too. Just in case. Double target vehicle's current momentum. This qualifies as the speed option for punch it actions... but you immediately have to make a maintain control test (TN = new momentum + speed +5) using the new momentum or go out of control and roll on the chart with a bonus equal to the amount of momentum gained.
Skafoi 5
Suit Mobility: Gain the cross the rubicon feat. You may treat any flying drive as a munchausen drive so long as you are the operator of the vehicle, using the vehicle’s “minimum momentum” instead of the munchausen granted by this benefit.
Open Gateway
Skafoi 5
Test: Pilot + Intelligence
TN: 35
Action: Full Action
Keywords: Fieldcraft, Somatic, Verbal
Duration: One scene
You have the power to open portals to the umbra and warp. The engineer goes into the warp or umbra at their choice, and anyone holding their hand can come along.
The engineer may also transport a vehicle they are the driver of, taking along anyone in or on the vehicle. Warp travel in a vehicle follows the rules of spelljammers entering the warp.
Open Gateway
Skafoi 5
Test: Pilot + Intelligence
TN: 35
Action: Full Action
Keywords: Fieldcraft, Somatic, Verbal
Duration: One scene
You have the power to open portals to the umbra and warp. The engineer goes into the warp or umbra at their choice, and anyone holding their hand can come along.
The engineer may also transport a vehicle they are the driver of, taking along anyone in or on the vehicle. Warp travel in a vehicle follows the rules of spelljammers entering the warp.