Prof:Talismancy: Difference between revisions
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+ | '''Faction Skill of the [[The_Hegemony|Hegemony]]''' |
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− | [[Skills|<<< Back to Skills]] |
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+ | <noinclude>{{Skill_Header}} |
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+ | {{Prof_Header}}</noinclude> |
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+ | '''Use of Money in Creating Talismans and Magical Equipment''' |
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+ | 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. |
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{| class="wikitable" |
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!Skill |
!Skill |
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!Effect |
!Effect |
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+ | |{{nowrap|Talismancy 1}} |
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+ | {{Ritual|Petty Talismancy{{ref}}| |
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+ | 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}}. |
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+ | Making a {{gloss|talisman}} costs: |
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+ | * Lv1: 24 {{gloss|Ducatto}} |
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+ | * Lv2: 32 {{gloss|Ducatto}}}} |
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+ | {{Ritual|Salvage{{ref}}| |
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+ | 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.}} |
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+ | |{{nowrap|Talismancy 2}} |
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+ | {{Ritual|Artifice{{ref}}| |
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+ | 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. |
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+ | *L1 Item: 40 {{gloss|Ducatto}} to create, 32 to recharge. |
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+ | *L2 Item: 80 {{gloss|Ducatto}} to create, 64 to recharge.}} |
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+ | {{Ritual|Custom Job{{ref}}| |
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+ | 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.}} |
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+ | |{{nowrap|Talismancy 3}} |
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+ | {{Ritual|Greater Talismancy{{ref}}| |
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+ | As ''Petty Talismancy'' but for a {{gloss|spell}} or {{gloss|strike}} costing 3 or fewer {{gloss|stamina}}. This costs 56 {{gloss|Ducatto}}.}} |
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+ | {{Ability|Efficiency| |
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+ | You may use an extra {{gloss|talisman}} per day.}} |
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+ | |{{nowrap|Talismancy 4}} |
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+ | {{Ritual|Masterpiece {{ref}}| |
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+ | 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.}} |
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+ | {{Ritual|Attunement| |
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+ | 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.}} |
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+ | |{{nowrap|Talismancy 5}} |
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+ | {{Ability|Prototype{{ref}}| |
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+ | 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.}} |
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+ | <noinclude>[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]</noinclude> |
Latest revision as of 19:59, 6 October 2015
Faction Skill of the Hegemony
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 |
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Talismancy 1 |
Ritual - Petty Talismancy
Ritual - Salvage
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Talismancy 2 |
Ritual - Artifice
Ritual - Custom Job
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Talismancy 3 |
Ritual - Greater Talismancy
Ability - Efficiency
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Talismancy 4 |
Ritual - Masterpiece
Ritual - Attunement
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Talismancy 5 |
Ability - Prototype
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