Traveler's Song (1020): Difference between revisions
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== Travel After Effects == |
== Travel After Effects == |
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There is a small chance that after traveling the bard will get dizzy or become thirsty. Thirst will prevent bard spells from renewing |
There is a small chance that after traveling the bard will get dizzy or become thirsty. Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT. Thirst must be remedied by drinking something - alcohol is recommended, but water will also work. Dizziness will fade on it's on after a period of time. |
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Training in bard spell songs will decrease the likelihood of suffering these ill-effects. This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)] |
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Thirst Messaging |
Thirst Messaging |
Revision as of 13:27, 9 July 2018
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By harnessing elemental forces, a Bard singing the Traveler's Song can travel back to the nearest inn. However, on a failure, the bard and the bard's group is transported to a dangerous local area. A failure will also result in a loss of mana and injuries upon arrival. By playing an instrument a bard can reduce the chance of a negative outcome. Traveler's Song will work anywhere a gold ring is usable.
Traveler's Song can be anchored to your favorite inn. This may not work in all rooms within the inn. The process must be repeated if one moves to another town.
Phase 2 of the Teleportation Review added the ability for Bards to teleport between towns within the same Teleportation zone. This is a one-way ability, allowing the Bard to prep and EVOKE Traveler's Song from one town to travel to their anchor location in another town. See the saved post for more detail.
To anchor:
PREP 1020, then sing a song that tells of the place, its environs, the bard's objective and so forth.
The proper process and song concludes with a message denoting success.
Anchoring Messaging
- Successful anchoring:
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant's hand then releases and sinks into the ground below.
Success Factors
Success = (Bard spellsong ranks * 2) + [10 if anchored in the same realm] + [1-20 for instrument playing skill] + (if one-handed, half the bonus) [seed 1 summation of (EMC + MMC)] + [DIS bonus (min 0)] + [d100]
- Penalties for not being able to think clearly (typically head wound, which range from -90 to -10), if ≥ 100, success.
- There is a minimum 5% chance of failure that cannot be trained away.
Provided by GM Estild
Travel After Effects
There is a small chance that after traveling the bard will get dizzy or become thirsty. Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT. Thirst must be remedied by drinking something - alcohol is recommended, but water will also work. Dizziness will fade on it's on after a period of time.
Training in bard spell songs will decrease the likelihood of suffering these ill-effects. This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]
Thirst Messaging You feel a bit thirsty.
- The thirsty messaging does not happen on every use; just a minor chance for the side-effect.
Dizzy Messaging
You feel horribly dizzy and suddenly squeamish! Roundtime: 15 sec. PR>check bal
The floor suddenly shifts underneath you! Roundtime: 12 sec.
You stand back up.
The world spins around you at an odd downward angle. Roundtime: 10 sec.
Everything you look at is slightly out of focus. Roundtime: 5 sec.
The world returns to its normal, seemingly motionless state.
- The dizzy messaging does not happen on every use; just a minor chance for the side-effect.