Mobility

Mobility is the art of pushing the body around with the soul, and it is by far the most common usage of soul magic. It is taught to soldiers, scouts, laborers, and more. Even many regular civilians pick up at least some familiarity with it, being so widely useful for everyday life.

Mobility has no range, as it can only ever affect yourself.

Utility

Mobility is, unsurprisingly, used to move around well. You may perform the following actions without needing to roll and without drain:

  • Jump forward a number of meters equal to your Mobility plus your Soulpower, or half of that amount straight up.
  • When calculating fall damage, subtract the number of meters fallen by your Mobility plus half your Soulpower.

You may also perform the following specific actions requiring drain and/or successful dice rolls:

Soft Landing
  • Disperse your momentum safely, ignoring an amount of fall damage up to your Mobility score. Causes Drain equal to the damage ignored.
Double Jump
  • Find footing in an arcane dimension with your soul, allowing you to jump off of thin air. Requires a Soulpower/Mobility roll of at least 5 to perform. The roll may become more difficult if done while falling or carrying a heavy load, or if done multiple times. Causes 1 Drain.
Levitate
  • Completely counteract your weight and float in the air, able to move at half your base speed while airborne. Requires a Soulpower/Mobility roll of at least 10 to maintain for one minute. Most rolls requiring exertion will become more difficult while floating, such as attacks and magic. Causes 3 Drain.

Additionally, for every 5 ranks of Mobility you posses, your base movement speed increases by 1. This increase counts as using soul magic.

Combat

Soul Sprint

3 AP
Run a distance up to triple your base movement speed, plus a number of additional spaces up to your Mobility score. This movement triggers reactive attacks. This causes 1 Drain per additional space moved.

Stand Firm

Anchor yourself in place when an outside force tries to move you. If an attack, ritual, or maneuver forces you to move into another space, you may ignore the movement so long as the distance moved in meters does not exceed your Mobility score. This causes 1 Drain per space of movement ignored.

Jumping in Combat

Ordinarily, jumping in combat is limited to your regular move speed, as it is generally infeasible to jump further than one can run. Mobility, however, can allow for extreme jumps that go much farther.

If a jump exceeds a horizontal distance greater than the total distance you would ordinarily be able to move in a round, you lose your next turn. Vertical distances are not limited.