Difference between revisions of "Swift"

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OOC
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Idea; Magic; OOC<br/>
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See also: [[Curb]]; [[Paradigm]]; [[Sphere Net]]; [[Swift Hold]]
  
 
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 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.)
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(The Swift is inspired by the multiverse model described in the D&D 5E ''Player's Handbook'', p. 300.)
  
 
== What's in the Swift? ==
 
== What's in the Swift? ==
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The Swift is different depending on your current plane. If you're on the Material Plane, the Swift includes:
 
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
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* The [[Weave]], where it intersects the Material Plane
 
* The border of the Feywild
 
* The border of the Feywild
 
* The border of the Shadowfell
 
* The border of the Shadowfell
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* Mindspace (aka the Border Astral), which is shaped by minds, especially those with psychic power
 
* 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
 
* Dataspace (or the Cloud), which is shaped by information technology and magitec
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* [[Sphere Net]]
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* [[Swift Hold|Swift Holds]]
  
 
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.
 
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.
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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? ==
 
== What's the Swift Like? ==
  
Different [[Paradigm|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.
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Different [[Paradigm|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. There is one exception: in a [[Swift Hold]], the appearance and nature of the Swift is defined uniformly for all beings.
  
 
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.
 
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.
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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 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.  
  
Slang or technical names for the Swift includes the Mesh, the Murk, the Haze, and the Collective Unconscious.
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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 (GM's choice).
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The local environment of Swift is often similar to the Grid. For example, if there's a blizzard on the Grid, then the Swift is likely windy and cold. It may even be more stormy. Thus, the Swift may not offer respite from hazards on the Grid.
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== Your Abilities Can Change ==
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The GM 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.
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* Strength = Smarts or Spirit (PC's choice)
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* Agility = Smarts
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* Vigor = Spirit
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 +
The GM will create a power that looks like: Swift Form [Strength +1d, Agility +1d, Vigor +1d]
  
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).
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If your base abilities change, work with the GM to update your Swift Form effect.
  
 
== Entering the Swift ==
 
== 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).
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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 (GM'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).
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In combat, entering or leaving the Swift requires an action. Where you arrive is partly a matter of your will (GM's choice).
  
If you project into the Swift, 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.)
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If you project into the Swift, ensure that the GM 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.
  
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.
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You always have just one set of Wounds, whether you're on the Grid, projecting, or shifted. 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).
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If you shift and die in the Swift, 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 3 Wounds and you gain Exhausted. (If you were already Exhausted, you're now Incapacitated.) If you project and your body dies on the Grid, then you may actually die, or become a spirit or have a different experience (GM's choice).
  
 
== Your Gear in the Swift ==
 
== Your Gear in the Swift ==
  
Your non-magical gear is usually irrelevant and unusable in the Swift (DM's choice). You can only use a magic item if you're linked to it.  
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Your gear generally functions the same in the Swift, through your force of will.
  
The following magic items are automatically linked:
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Once per turn, as a free action, you can do any of the following:
* A magic item that you purchased via Essence Points
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* Create a basic Swift melee weapon. You're automatically skilled in this weapon. It uses Fighting and does 2d6 damage.
* A magic item to which you're attuned
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* Create a basic Swift ranged weapon. You're automatically skilled in this weapon. It uses Shooting and does 2d6 damage.
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* Create a suit of basic Swift armor. It adds Armor +4.
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* Create a basic Swift shield. It adds Parry +2.
  
Beyond that, you can have links to a maximum of 3 magic items.
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== Movement in the Swift ==
  
As a bonus action, you can do any of the following:
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Your Pace is doubled in the Swift.
* Unlink a magic item
 
* Link a magic item
 
* Unlink one magic item and link a different magic item
 
* 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.
 
  
== Your Abilities Change ==
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=== Fast Travel ===
  
The DM will create two effects for your PC: "Swift (Projected)" and "Swift (Shifted)." When you enter the Swift, apply one of these effects. When you leave the Swift, remove the effect or ask the DM to remove it. The effect will cause your physical abilities become equal to your mental abilities. These may increase or decrease them.
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Most beings can "fast travel" in the Swift once per turn. It must be your only action.
  
* STR = CHA
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* Fast travel uses all your movement.
* DEX = INT (this may increase your AC, depending on your armor)
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* You choose a point of arrival. You must have a clear anchor at the point. This anchor can be line of sight, a memory of being there, a psychic connection to someone there, a live camera feed, or something else. The GM decides if your anchor is sufficient for fast travel.
* CON = WIS
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* If there are no barriers in the Swift between your points of departure and arrival, then the trip is nearly instantaneous.
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* If there is a barrier, then your fast travel ends at the barrier.
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* Although you cross the distance between the points, you cannot perceive anything during the trip. Thus, you cannot scout a dangerous location by fast traveling through it.
  
== Movement in the Swift ==
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Fast travel is how a spirit quickly appears when summoned. A barrier that stops fast travel will also stop a summoning.
Your position and movement in the Swift are often metaphorical rather than Euclidean. Distance can be arbitrary. Instead, everything in the local area of the Swift has three possible relationships to everything else in the Swift and on the Grid:
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* '''Same:''' two things are in the same place. Usually, two things can only be in the Same place if they have a special connection, such as your Gridside body and your Swiftside projection, or your Gridside body and your familiar in Swiftside form.
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== Actions in the Swift ==
* '''Near:''' two things are close enough to easily affect each other. Melee attacks are possible.
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* '''Far:''' two things are far enough apart that they can't easily affect each other. Only ranged attacks are possible.
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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.
You typically move in the Swift by the force of your will. If two beings want to be Near, they can do so almost instantaneously. But if one being wants to remain Far from another being, they can try to evade. The two beings have a contest of will or similar Swiftside power. Typically, the DM will have each roll a check of Int, Wis, or Cha (being's choice). The higher check wins. There may be various complications. For example, one being might get to roll with advantage because they have a special connection to the local area of the Swift.
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== Improving Swift Abilities ==
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Here's are some things you can do to the Grid from the Swift:
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*Check a door for traps (e.g., based on its magical aura, wi-fi link, lingering malicious emotion, etc.)
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*Unlock a lock that has Swift component (e.g., magical enchantment, digital technology)
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*Hack a computer
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Here are some things you can't do to the Grid from the Swift:
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*Touch anything
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*Attack anything
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*Target a non-ally with a spell, with a few exceptions (especially mind magic) (GM's choice)
  
You can improve your swift abilities as follows:
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== Remaining in the Swift ==
  
* Wheel: Raise swift armor from Light to Medium: Unbound, DC 15, 2 ticks
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Most beings from the Grid can only remain in the Swift for a limited time. In some cases, the magic that brought you there expires. In most cases, your mind and body need to return to their natural environment. If you stay too long in the Swift, then you may experience negative effects (GM's choice). It's especially dangerous to sleep in the Swift: between the liminal nature and the kinds of beings that roam the Swift, a sleeping mind can be very vulnerable.
* Wheel: Raise swift armor from Light to Heavy: Unbound, DC 17, 4 ticks
 
  
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[[Category:Idea]]
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[[Category:Magic]]
 
[[Category:OOC]]
 
[[Category:OOC]]

Latest revision as of 02:07, 18 February 2024

Idea; Magic; OOC
See also: Curb; Paradigm; Sphere Net; Swift Hold


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 D&D 5E Player's Handbook, p. 300.)

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
  • Sphere Net
  • Swift Holds

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. There is one exception: in a Swift Hold, the appearance and nature of the Swift is defined uniformly for all beings.

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 (GM's choice).

The local environment of Swift is often similar to the Grid. For example, if there's a blizzard on the Grid, then the Swift is likely windy and cold. It may even be more stormy. Thus, the Swift may not offer respite from hazards on the Grid.

Your Abilities Can Change

The GM 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.

  • Strength = Smarts or Spirit (PC's choice)
  • Agility = Smarts
  • Vigor = Spirit

The GM will create a power that looks like: Swift Form [Strength +1d, Agility +1d, Vigor +1d]

If your base abilities change, work with the GM 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 (GM's choice).

In combat, entering or leaving the Swift requires an action. Where you arrive is partly a matter of your will (GM's choice).

If you project into the Swift, ensure that the GM 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.

You always have just one set of Wounds, whether you're on the Grid, projecting, or shifted. If you project, any effects that target your body will affect you.

If you shift and die in the Swift, 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 3 Wounds and you gain Exhausted. (If you were already Exhausted, you're now Incapacitated.) If you project and your body dies on the Grid, then you may actually die, or become a spirit or have a different experience (GM's choice).

Your Gear in the Swift

Your gear generally functions the same in the Swift, through your force of will.

Once per turn, as a free action, you can do any of the following:

  • Create a basic Swift melee weapon. You're automatically skilled in this weapon. It uses Fighting and does 2d6 damage.
  • Create a basic Swift ranged weapon. You're automatically skilled in this weapon. It uses Shooting and does 2d6 damage.
  • Create a suit of basic Swift armor. It adds Armor +4.
  • Create a basic Swift shield. It adds Parry +2.

Movement in the Swift

Your Pace is doubled in the Swift.

Fast Travel

Most beings can "fast travel" in the Swift once per turn. It must be your only action.

  • Fast travel uses all your movement.
  • You choose a point of arrival. You must have a clear anchor at the point. This anchor can be line of sight, a memory of being there, a psychic connection to someone there, a live camera feed, or something else. The GM decides if your anchor is sufficient for fast travel.
  • If there are no barriers in the Swift between your points of departure and arrival, then the trip is nearly instantaneous.
  • If there is a barrier, then your fast travel ends at the barrier.
  • Although you cross the distance between the points, you cannot perceive anything during the trip. Thus, you cannot scout a dangerous location by fast traveling through it.

Fast travel is how a spirit quickly appears when summoned. A barrier that stops fast travel will also stop a summoning.

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) (GM's choice)

Remaining in the Swift

Most beings from the Grid can only remain in the Swift for a limited time. In some cases, the magic that brought you there expires. In most cases, your mind and body need to return to their natural environment. If you stay too long in the Swift, then you may experience negative effects (GM's choice). It's especially dangerous to sleep in the Swift: between the liminal nature and the kinds of beings that roam the Swift, a sleeping mind can be very vulnerable.