Prof:Talismancy: Difference between revisions

From NFNC

No edit summary
No edit summary
 
(27 intermediate revisions by 2 users not shown)
Line 1: Line 1:
  +
'''Faction Skill of the [[The_Hegemony|Hegemony]]'''
[[Skills|<<< Back to Skills]]
 
  +
  +
<noinclude>{{Skill_Header}}
  +
  +
{{Prof_Header}}</noinclude>
  +
  +
  +
'''Use of Money in Creating Talismans and Magical Equipment'''
  +
  +
Due to the fact that Destruction of Currency is a Major Crime, PCs are assumed to '''not''' directly use money to make items with Talismancy. Handing your coins to a Ref is an abstraction of "I go and buy some gold wire, expensive ink or other rare components". If your PC wants to directly and illegally use money to make things with Talismancy, see a Ref.
  +
  +
 
{| class="wikitable"
 
{| class="wikitable"
 
!Skill
 
!Skill
Line 7: Line 18:
 
|
 
|
 
{{Ritual|Petty Talismancy{{ref}}|
 
{{Ritual|Petty Talismancy{{ref}}|
Create a {{gloss|Talisman}} that stores any {{gloss|Spell}} or {{gloss|Strike}} costing 2 or fewer {{gloss|Stamina}}. This {{gloss|ritual}} requires an {{gloss|Empty Talisman}} and the appropriate {{gloss|spell}}/{{gloss|strike}} being used on the {{gloss|Empty Talisman}} by one of the {{gloss|participants}}. Creating a {{gloss|talisman}} can only be done at a workshop in {{gloss|downtime}} or at the {{gloss|Portal}}. {{gloss|Talismans}} cost 8 {{gloss|Ducatto}} + 8 {{gloss|Ducatto}}/level to create.}}
+
Create a {{gloss|talisman}} that stores any {{gloss|spell}} or {{gloss|strike}} costing 2 or fewer {{gloss|stamina}}. This {{gloss|ritual}} requires an appropriate item as detailed [[Magical_Items#Talismans|here]] and the appropriate {{gloss|spell}}/{{gloss|strike}} being used on the item by one of the {{gloss|participants}}. The target of this {{gloss|ritual}} is both the item being turned into a {{gloss|talisman}} and the {{gloss|participant}} providing the skill. Adding more {{gloss|participants}} lets you create more {{gloss|talismans}} of the same type at once. You can create an additional {{gloss|talisman}} for every 2 extra {{gloss|participants}}, {{gloss|participants}} that know the skill being used count double but become targets of the {{gloss|ritual}}. Creating a {{gloss|talisman}} can only be done at a workshop in {{gloss|downtime}} or at the {{gloss|portal}}.
  +
  +
Making a {{gloss|talisman}} costs:
  +
* Lv1: 24 {{gloss|Ducatto}}
  +
* Lv2: 32 {{gloss|Ducatto}}}}
   
 
{{Ritual|Salvage{{ref}}|
 
{{Ritual|Salvage{{ref}}|
Break down an existing {{gloss|Talisman}} or {{gloss|Magic Item}} into valuable spare parts. Needs 1 {{gloss|Participant}} per Level of the item. Must be done at a {{gloss|Portal}}. Requires a bead draw. White gives 25% of the value, Red 75%, black gives nothing and the {{gloss|Leader}} takes a {{gloss|Wound}} as the item explodes.}}
+
Break down an existing {{gloss|magical item}} into valuable spare parts. Needs 1 {{gloss|participant}} per level of the item. Must be done at a {{gloss|portal}}. Requires a bead draw. White gives 25% of the value, Black 75%, Red gives nothing and the {{gloss|leader}} takes a {{gloss|wound}} as the item explodes.}}
 
|-
 
|-
 
|{{nowrap|Talismancy 2}}
 
|{{nowrap|Talismancy 2}}
 
|
 
|
 
{{Ritual|Artifice{{ref}}|
 
{{Ritual|Artifice{{ref}}|
Make and recharge {{gloss|Minor Device}} that replicate a single L1 or 2 {{gloss|Skill}} other than Talismancy. One {{gloss|Participant}} must know the {{gloss|Skill}} you are creating an item for. The target is an object to be empowered.
+
Make and recharge a piece of {{gloss|magic equipment}} that replicates a single L1 or 2 profession or combat {{gloss|skill}} other than Talismancy. One {{gloss|participant}} must know the {{gloss|skill}} you are creating equipment for. The targets are an object to be empowered and at least one {{gloss|participant}} that is providing the skill.
 
*L1 Item: 40 {{gloss|Ducatto}} to create, 32 to recharge.
 
*L1 Item: 40 {{gloss|Ducatto}} to create, 32 to recharge.
 
*L2 Item: 80 {{gloss|Ducatto}} to create, 64 to recharge.}}
 
*L2 Item: 80 {{gloss|Ducatto}} to create, 64 to recharge.}}
   
{{Ability|Custom Job|
+
{{Ritual|Custom Job{{ref}}|
Each week you may make or recharge a single {{gloss|Minor Device}} that only works for yourself. This costs 0 {{gloss|Ducatto}}.}}
+
Each week you may make or recharge a single piece of {{gloss|magic equipment}} that only works for yourself. This costs 0 {{gloss|Ducatto}} and otherwise works the same as ''Artifice'', with the same restrictions. This may be performed in uptime, the same as any Ritual.}}
 
|-
 
|-
 
|{{nowrap|Talismancy 3}}
 
|{{nowrap|Talismancy 3}}
 
|
 
|
{{Ritual|Greater Talismancy|
+
{{Ritual|Greater Talismancy{{ref}}|
As Petty Talismancy but for a {{gloss|Spell}} or {{gloss|Strike}} costing 3 or fewer {{gloss|Stamina}}.}}
+
As ''Petty Talismancy'' but for a {{gloss|spell}} or {{gloss|strike}} costing 3 or fewer {{gloss|stamina}}. This costs 56 {{gloss|Ducatto}}.}}
   
 
{{Ability|Efficiency|
 
{{Ability|Efficiency|
You may use an extra {{gloss|Talisman}} per day.}}
+
You may use an extra {{gloss|talisman}} per day.}}
 
|-
 
|-
 
|{{nowrap|Talismancy 4}}
 
|{{nowrap|Talismancy 4}}
 
|
 
|
{{Ability|Masterpiece|
+
{{Ritual|Masterpiece {{ref}}|
You may make and recharge a {{gloss|Personal Magical Device}}. This costs no money to create or recharge, does not count as your one {{gloss|Magic Device}}, is permanently {{gloss|bound}} to you and can replicate a single L1-3 {{gloss|Skill}}.}}
+
You may make and recharge a {{gloss|personal magical device}}. This costs no money to create or recharge, does not count as your one piece of {{gloss|magic equipment}}, is permanently {{gloss|attuned}} to you and can replicate a single L1-3 Combat or Profession {{gloss|skill}}. You may only have one of these in existence, creating a second one destroys the first.}}
   
 
{{Ritual|Attunement|
 
{{Ritual|Attunement|
Perform this {{gloss|Ritual}} with someone who knows the {{gloss|skill}} you want your {{gloss|Personal Device}} to copy. Your {{gloss|Personal Device}} now holds that {{gloss|Skill}} for you. You may only attune your device once a week.}}
+
Perform this {{gloss|ritual}} with someone who knows the {{gloss|skill}} you want your {{gloss|personal magical device}} to copy. Your {{gloss|personal magical device}} now holds that {{gloss|skill}} for you. You may only update your device once a week.}}
 
|-
 
|-
|{{nowrap|Talismancy 5 {{locked}}}}
+
|{{nowrap|Talismancy 5}}
 
|
 
|
 
{{Ability|Prototype{{ref}}|
 
{{Ability|Prototype{{ref}}|
Can attempt to create novel Devices or {{gloss|Talismans}} with effects similar to known {{gloss|Skills}} or entirely novel functions. Expense may vary.}}
+
Can attempt to create novel {{gloss|magic equipment}} or {{gloss|talismans}} with effects similar to known {{gloss|skills}} or entirely novel functions. Expense may vary.}}
 
|}
 
|}
  +
<noinclude>[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]</noinclude>

Latest revision as of 19:59, 6 October 2015

Faction Skill of the Hegemony

<<< Back to Skills

Skills marked with   require a ref to use.

Skills marked with are currently unavailable and will require player action to be unlocked.

Profession Skills give you access to various support, investigation and enhancement abilities.

Your Faction gives you a discount on one of these skills.

A profession skill gives you access to all rituals and abilities described for that level of the skill.


Use of Money in Creating Talismans and Magical Equipment

Due to the fact that Destruction of Currency is a Major Crime, PCs are assumed to not directly use money to make items with Talismancy. Handing your coins to a Ref is an abstraction of "I go and buy some gold wire, expensive ink or other rare components". If your PC wants to directly and illegally use money to make things with Talismancy, see a Ref.


Skill Effect
Talismancy 1

Ritual - Petty Talismancy 

Create a talisman that stores any spell or strike costing 2 or fewer stamina. This ritual requires an appropriate item as detailed here and the appropriate spell/strike being used on the item by one of the participants. The target of this ritual is both the item being turned into a talisman and the participant providing the skill. Adding more participants lets you create more talismans of the same type at once. You can create an additional talisman for every 2 extra participants, participants that know the skill being used count double but become targets of the ritual. Creating a talisman can only be done at a workshop in downtime or at the portal.

Making a talisman costs:

Ritual - Salvage 

Break down an existing magical item into valuable spare parts. Needs 1 participant per level of the item. Must be done at a portal. Requires a bead draw. White gives 25% of the value, Black 75%, Red gives nothing and the leader takes a wound as the item explodes.

Talismancy 2

Ritual - Artifice 

Make and recharge a piece of magic equipment that replicates a single L1 or 2 profession or combat skill other than Talismancy. One participant must know the skill you are creating equipment for. The targets are an object to be empowered and at least one participant that is providing the skill.

  • L1 Item: 40 Ducatto to create, 32 to recharge.
  • L2 Item: 80 Ducatto to create, 64 to recharge.

Ritual - Custom Job 

Each week you may make or recharge a single piece of magic equipment that only works for yourself. This costs 0 Ducatto and otherwise works the same as Artifice, with the same restrictions. This may be performed in uptime, the same as any Ritual.

Talismancy 3

Ritual - Greater Talismancy 

As Petty Talismancy but for a spell or strike costing 3 or fewer stamina. This costs 56 Ducatto.

Ability - Efficiency

You may use an extra talisman per day.

Talismancy 4

Ritual - Masterpiece  

You may make and recharge a personal magical device. This costs no money to create or recharge, does not count as your one piece of magic equipment, is permanently attuned to you and can replicate a single L1-3 Combat or Profession skill. You may only have one of these in existence, creating a second one destroys the first.

Ritual - Attunement

Perform this ritual with someone who knows the skill you want your personal magical device to copy. Your personal magical device now holds that skill for you. You may only update your device once a week.

Talismancy 5

Ability - Prototype 

Can attempt to create novel magic equipment or talismans with effects similar to known skills or entirely novel functions. Expense may vary.