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« on: September 13, 2020, 08:35:27 PM »
Iteramancy
Iteramancer: You possess the potent magical ability of moving from place to place without regard to barriers. Paranetters have many theories about how such magic works with the most prominent being that the iteramancer somehow traverses inter-dimensional pathways or transmits their material form instantaneously through any medium. Regardless, you (and whatever you’re wearing or carrying) can move through walls, doors, or other physical barriers without difficulty as long as you are touching them. This source of opposition is just off the table for you. When you encounter magical barriers or those with a Threshold, you get +2 to Intellect to overcome them using your ability. At the GMs discretion, your iteramancy operates at the supernatural scale.
Traverse: Mark Exhausted. Move instantaneously from one place to another, or move any object you can fit in your hand from one place to another, as long as such is in your line of sight. You may do this for the rest of the scene and it is your action in an exchange. If something opposes you in this endeavor, roll Force to overcome. Even if your roll doesn’t go well, you can still traverse but at a cost to be determined by the GM.
Gateway: Mark Burned Out. You tear an opening in the fabric of reality between your location and any other place you have ever been. This gateway can be as large or as small as you need it to be and remains open until sunrise. People, objects, environmental factors or whatever, only move through the gate at your discretion. You may grant permission for some things to pass through the gate, but not others, and you dictate if and when the gate is one-way or two-way at your whim. For example, you may dictate that anyone can travel through the gate, but only your allies can come back through from the other direction; or you can dictate that only left-handed red-headed women born on the 4th of July can traverse the gateway. Enacting these restrictions (or lack thereof) are your action in an exchange.
Stunt Suggestions
Anchorpoint: You can mark a location with a mystic rune or arcane circle. From that point forward, you may Traverse to that location regardless of where you are. Only one location can be thus marked at a time. If you opt to make a new location your anchorpoint, your previous runes will mystically erase themselves.
Gatecrasher: You get an additional +2 to Intellect when attempting to overcome magical barriers using your iteramancy.
Passengers: Normally your magic only affects yourself or what you have on your person. With this level of proficiency you may take others with you when you use your iteramancy powers as long as they are in physical contact with you.
Pathways: The iteramancer always knows where they are and maintains a flawless sense of direction. Furthermore, with a moment’s concentration and a successful overcome roll (Approach and opposition at the GMs discretion), she can calculate a route between two points which meets the criteria she needs. The more criteria, the more complicated the route and higher the opposition. This Minor Talent is often possessed by a city’s best Uber drivers.
Notes
This is travel magic! I imagine that these sorts of Focused Practitioners are the ones who have created flying carpets and brooms and cars and bicycles and stuff like that. They probably also make magical maps or maps of places that don't exist in the real world. Maybe they are experts on traveling the Nevernever. They are probably prized as messengers and thieves because of their ability to go anywhere they please. The first tier ability is like being a master lock picker or burglar... locks, walls, doors are just not an obstacle to you. The second tier ability is a natural evolution -- you disappear and reappear wherever you like as long as you can see where you're going (inspired by Nightcrawler of the X-Men!). The third tier ability is a natural evolution of that power where you just make gateways to wherever you like. I imagine that in ages past, this was used to move armies surreptitiously into an enemy's territory or to evacuate entire populations in the event of a natural disaster.
The Stunts just seemed like things that make sense. You're a practitioner and you have a sanctum, so you can probably teleport there any time you want using Anchorpoint. You can be adept and getting through Thresholds and wards with Gatecrasher. Passengers allows you to help your allies make a clean getaway. Pathways is a Talent that I imagine manifests to the fledgling iteramancer; a form of divination, it's how they might discover they have this magic within them.
Questions? Comments? Critiques? I'd love to see them all.
Thank you so much for your time!