Slipstream
Rote · Mage
Warping the elements of light, distance or perception, the mage simply appears to be a few hairs away from where she actually is. Story-wise, this trick allows an Awakened combatant to avoid her opponent’s attacks. Game-wise, it employs either Correspondence 1 or 2 (to dodge by micrometers, or to appear slightly elsewhere); Entropy 2 (to control the chances of the blow hitting her); Forces 2 (to bend light or gravity just enough to get the attacker to miss); or Time 1 (to calculate the microsecond of impact, and thus avoid it). The Arete roll adds +1 to the opponent’s difficulty for each success rolled; by putting extra successes into Duration, the mage could make this “slipstream” last for several turns. (See Duration, Chapter Ten, p. 538.)
So long as the mage doesn’t overdo it, this Effect remains coincidental. To observers and opponents, it simply looks as though the mage is exceptionally good at dodging… or the attacker is unusually bad at hitting his antagonist.
See also 5
Rules
- Arete Roll shared/rule/system/arete-roll
Spheres
- Correspondence mage/power/sphere/correspondence
- Entropy mage/power/sphere/entropy
- Forces mage/power/sphere/forces
- Time mage/power/sphere/time