Difference between revisions of "Swift"
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| − | |1st level spell slot | + | |1st level spell slot or 1 Ki Point |
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| − | |2nd level spell slot | + | |2nd level spell slot or 2 Ki Points |
| +/-4 for 10 minutes | | +/-4 for 10 minutes | ||
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| − | |3rd level spell slot | + | |3rd level spell slot or 3 Ki Points |
| +/-6 for 10 minutes | | +/-6 for 10 minutes | ||
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Revision as of 17:36, 23 April 2022
OOC
See also: Paradigm
The Swift is a special layer of reality where many unseen events happen. It's the border between planes. (The Swift is inspired by the multiverse model described in the Player's Handbook, p. 300.)
Contents
What's in the Swift?
The Swift is different depending on your current plane. If you're on the Material Plane, the Swift includes:
- The Weave, where it intersects the Material Plane
- The border of the Feywild
- The border of the Shadowfell
- The border of the Positive Plane
- The border of the Negative Plane
- The Border Ethereal
- Mindspace (aka the Border Astral), which is shaped by minds, especially those with psychic power
- Dataspace (or the Cloud), which is shaped by information technology and magitec
Various beings and other things enter, travel, stay, or leave the Swift all the time. This especially includes spells, spirits, telepathic messages, and wireless network packets. The mental ping of an Alarm spell travels through the Swift. A magitec teleporter might convert matter to data, move the data through the Swift, and convert the data back to matter. Spirits who are being summoned or banished move through the Swift.
Brother Iron: The Swift and the Fey partly self-define each other. A fundamental part of being Fey is a more dynamic relationship with the Swift, relative to most "benighted mortals."
What's the Swift Like?
Different paradigms have different mindsets about the Swift. A being's mindset partly defines their beliefs about the Swift, how they enter it, and what they can perceive and do in the Swift.
Mindspace and Dataspace are always part of the Swift, although they may be barren if there are few or no minds or sources of technology or magitec. Dataspace is closely related to the electromagnetic spectrum (e.g., radio waves, microwaves). In some paradigms, the Swift is the medium through which electromagnetic waves travel. In some paradigms, the Swift is light and its absence.
Most paradigms distinguish the Swift from the Grid. The Grid is the reality where most beings remain in most of the time. If you're on the Material Plane right now, that's the Grid for you right now.
Most things in the Swift can't directly affect things on the Grid, and vice versa. Most actions, spells, and class features function in a comparable way in the Swift. This includes choices like Hide, cast Invisibility, and cast Fireball. Some things may have different functions or effects in the Swift, including unpredictable effects (DM's choice).
Your Abilities Can Change
The DM will create an effect for your PC called "Swift Form." Whenever you're in the Swift, you can turn this form on or off. You can do this at will, but only once per turn. The effect will cause your physical abilities to become equal to your mental abilities, as shown below. These can increase or decrease your pseudo-physical abilities in the Swift.
- STR = CHA
- DEX = INT (this may increase your AC, depending on your armor)
- CON = WIS
If your base abilities change, work with the DM to update your Swift Form effect.
Entering the Swift
Different paradigms have different means for entering the Swift. Most means are some form of shifting or projecting. You can shift yourself into the Swift, leaving nothing behind on the Grid. Alternatively, you can create a projection of yourself in the Swift, leaving your physical body behind on the Grid. There are pros and cons to each means of entering. Your paradigm and/or your means of entering the Swift may dictate whether you can shift, project, or either (DM's choice).
In combat, entering or leaving the Swift requires an action. Where you arrive is partly a matter of your will (DM's choice).
If you project into the Swift, ensure that the DM creates a token for your unconscious body on the Grid. Your Swift form must return to the Same place as your Grid form before you can safely stop projecting. (See "Movement in the Swift" below.)
You always have just one HP pool, whether you're on the Grid, projecting, or shifted. It includes any Temporary HP. If you project, any effects that target your body will affect you.
If you shift to the Swift and die, you actually die. If you project and die in the Swift, you don't die. Instead, you return to your body. Your body now has exactly 1 HP and gains 3 levels of Exhaustion. (If that much Exhaustion would usually cause death, it does so.) If you project and your body dies on the Grid, then you may actually die, or become a spirit or have a different experience (DM's choice).
Your Gear in the Swift
Your gear generally functions the same in the Swift, through your force of will.
As a bonus action, you can do any of the following:
- Create a basic Swift melee weapon. You're automatically proficient in this weapon, and it uses your highest mental ability for attack and damage (INT, WIS, or CHA). It does 1d8 slashing, magic damage.
- Create a basic Swift ranged weapon. You're automatically proficient in this weapon, and it uses your highest mental ability for attack and damage (INT, WIS, or CHA). It does 1d6 piercing, magic damage.
- Create a suit of basic Swift light armor. You're automatically proficient with this armor.
- Create a suit of basic Swift medium armor. You're automatically proficient with this armor. It will limit your Swift-DEX bonus to AC.
- Create a suit of basic Swift heavy armor. You're automatically proficient with this armor. It will ignore your Swift-DEX bonus to AC.
- Create a basic Swift shield. You're automatically proficient with this shield.
Movement in the Swift
Your position and movement in the Swift are often metaphorical rather than Euclidean. Distance can be arbitrary. In general, you can move and use the Dash action as usual.
However, sometimes one being wants to avoid being near another being (e.g., to avoid melee attacks). The DM rolls on the Swift Hunter table. If the Prey gets to move, they can't use this move to get near an unwilling being. Various things can influence the roll, including some abilities, spells, and magic item.
Swift Hunter Table
| Roll | Effect |
|---|---|
| 1 | Prey eludes well: the Prey can instantly move up to their full Speed, and then can instantly use the Hide action. |
| 2-5 | Prey eludes: the Prey can instantly move up to half their Speed. |
| 6-9 | Hunter closes: the Hunter can move near the Prey. |
| 10 | Hunter closes well: the Hunter can move near the Prey. If they also attack on this turn, they receive advantage on their first attack. |
Some Possible Influences on the Swift Hunter Roll
A being can apply their modifier(s) when the Hunter or the Prey. A being only benefits from the highest spell slot used.
| Influence | Effect |
|---|---|
| Ability (highest: CHA, INT, or WIS) | +/- Ability modifier |
| 1st level spell slot or 1 Ki Point | +/-2 for 10 minutes |
| 2nd level spell slot or 2 Ki Points | +/-4 for 10 minutes |
| 3rd level spell slot or 3 Ki Points | +/-6 for 10 minutes |
| 4th level spell slot | +/-8 for 10 minutes |
| Swift Hunter (see Wheels) | +/-X |
Actions in the Swift
The Swift is a liminal space: it's between places. It's the border between planes. It's closer to the Grid than it is to other planes.
Here's are some things you can do to the Grid from the Swift:
- Check a door for traps (e.g., based on its magical aura, wi-fi link, lingering malicious emotion, etc.)
- Unlock a lock that has Swift component (e.g., magical enchantment, digital technology)
- Hack a computer
Here are some things you can't do to the Grid from the Swift:
- Touch anything
- Attack anything
- Target a non-ally with a spell, with a few exceptions (especially mind magic) (DM's choice)
Remember: position and movement in the Swift are often metaphorical. Relative to each other, everything in the local area is Same, Near, or Far.