Prof:Psychomancy: Difference between revisions

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'''Faction Skill of the [[Church_of_the_Celebrant|Celebrant Church]]'''
<noinclude>{{Skill_Header}}</noinclude>
 
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<noinclude>{{Skill_Header}}
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{{Prof_Header}}</noinclude>
   
 
This skill tree makes use of the systems [[Emotions_and_Drugs|emotion and drug]] {{gloss|effects}}.
 
This skill tree makes use of the systems [[Emotions_and_Drugs|emotion and drug]] {{gloss|effects}}.
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{{Ability|Inspire Feelings|
 
{{Ability|Inspire Feelings|
After talking to someone for an at least 10 seconds and suggesting an opinion they should have, spend 1 {{gloss|stamina}} and then call “{{call|EFFECT}}: YOU BEGIN TO FEEL {{gloss|emotion}} for at least 5 minutes”.}}
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After talking to someone for an at least 10 seconds and suggesting an opinion they should have, spend 1 {{gloss|stamina}} and then call “{{call|EFFECT}} 1: YOU BEGIN TO FEEL {{gloss|emotion}} for at least 5 minutes”.}}
 
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|{{nowrap|Psychomancy 2}}
 
|{{nowrap|Psychomancy 2}}
 
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{{ritual|Shared Emotions|
 
{{ritual|Shared Emotions|
Each {{gloss|participant}} gains the following {{gloss|enhancement}}: “You may once call {{call|EFFECT}}: YOU BEGIN TO FEEL {{gloss|emotion}} for at least 5 minutes”.}}
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Each {{gloss|participant}} gains the following strength 2 {{gloss|enhancement}}: “You may once call {{call|EFFECT}} 2: YOU BEGIN TO FEEL {{gloss|emotion}} for at least 5 minutes”.}}
   
 
{{Ability|Gossip|
 
{{Ability|Gossip|
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{{Ritual|Empower Totem{{ref}}|
 
{{Ritual|Empower Totem{{ref}}|
You may charge a harmless item such as a liquid, powder or sealed note with emotional energy. When opened or consumed, the user takes the named {{gloss|emotion}} or {{gloss|drug}} {{gloss|effect}}. {{gloss|Totems}} may be hidden in sealed containers, used to poison drinks, etc. A {{gloss|totem}} is a strength 3 {{gloss|effect}}. You may make up to 3 {{gloss|totems}} + up to 4 per additional {{gloss|participant}} with this {{gloss|ritual}}. {{gloss|Totems}} cost 2 {{gloss|Ducatto}} each to make.}}
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You may charge a harmless item such as a liquid, powder or sealed note with emotional energy. When opened or consumed, the user takes the named {{gloss|emotion}} or {{gloss|drug}} {{gloss|effect}} as an EFFECT 3. {{gloss|Totems}} may be hidden in sealed containers, used to poison drinks, etc. A {{gloss|totem}} is a strength 3 {{gloss|effect}}. You may make up to 3 {{gloss|totems}} + up to 4 per additional {{gloss|participant}} with this {{gloss|ritual}}. {{gloss|Totems}} cost 2 {{gloss|Ducatto}} each to make.}}
   
 
{{Ritual|An Echo Remains{{ref}}|
 
{{Ritual|An Echo Remains{{ref}}|
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{{Ritual|Gentle Reminder|
 
{{Ritual|Gentle Reminder|
You may place a strength 4 {{gloss|effect}} on a {{gloss|character}} present during the {{gloss|ritual}} to make them associate a person, object or symbol with a given {{gloss|emotion}}. Whenever they see that thing, they will feel that {{gloss|emotion}} for a moment. This lasts 1 day, With more {{gloss|participants}} you can attempt to increase the duration, number of targets or strength of emotion felt by the targets.}}
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You may place a Strength 4 {{gloss|effect}} on a {{gloss|character}} present during the {{gloss|ritual}} to make them associate a person, object or symbol with a given {{gloss|emotion}}. Whenever they see that thing, they will feel that {{gloss|emotion}} for a moment. This lasts 1 day, With more {{gloss|participants}} you can attempt to increase the duration, number of targets or strength of emotion felt by the targets.}}
 
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|{{nowrap|Psychomancy 5 {{locked}}}}
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|{{nowrap|Psychomancy 5}}
 
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{{Ability|Extremes of Feeling|
 
{{Ability|Extremes of Feeling|
 
You may now use ''Empower Totem'' with the following {{gloss|emotion}} effects, for double the normal cost: Agony, Euphoria.}}
 
You may now use ''Empower Totem'' with the following {{gloss|emotion}} effects, for double the normal cost: Agony, Euphoria.}}
   
{{Ability|Haunt{{ref}}|
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{{Ritual|Haunt{{ref}}|
 
You may place {{gloss|emotion}} effects on inanimate objects or entire areas. Anyone in the area or touching/owning the object will take the {{gloss|effect}}. Sufficiently powerful castings of this may be used to create {{gloss|sprites}} bound to a location. Weaker castings allow results such as placing an {{gloss|emotion}} on everyone in the room.}}
 
You may place {{gloss|emotion}} effects on inanimate objects or entire areas. Anyone in the area or touching/owning the object will take the {{gloss|effect}}. Sufficiently powerful castings of this may be used to create {{gloss|sprites}} bound to a location. Weaker castings allow results such as placing an {{gloss|emotion}} on everyone in the room.}}
 
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<noinclude>[[Category:Rules]][[Category:Skills]]</noinclude>
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<noinclude>[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]</noinclude>

Latest revision as of 09:40, 3 March 2016

Faction Skill of the Celebrant Church

<<< 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.

This skill tree makes use of the systems emotion and drug effects.

Skill Effect
Psychomancy 1

Ability - Inspire Feelings

After talking to someone for an at least 10 seconds and suggesting an opinion they should have, spend 1 stamina and then call “EFFECT 1: YOU BEGIN TO FEEL emotion for at least 5 minutes”.

Psychomancy 2

Ritual - Shared Emotions

Each participant gains the following strength 2 enhancement: “You may once call EFFECT 2: YOU BEGIN TO FEEL emotion for at least 5 minutes”.

Ability - Gossip

After talking to a person, object or supernatural presence for at least 10 seconds and asking them how they feel, spend 2 stamina and then call “COMPEL 2,: You feel a desire to tell me about yourself. This lasts 5 minutes”. This can give a voice to inanimate objects, creatures or effects. Inanimate things will have no memory or any real personality.

Psychomancy 3

Ritual - Empower Totem 

You may charge a harmless item such as a liquid, powder or sealed note with emotional energy. When opened or consumed, the user takes the named emotion or drug effect as an EFFECT 3. Totems may be hidden in sealed containers, used to poison drinks, etc. A totem is a strength 3 effect. You may make up to 3 totems + up to 4 per additional participant with this ritual. Totems cost 2 Ducatto each to make.

Ritual - An Echo Remains 

This ritual will give you an impression of emotions or past dramatic events associated with any one object that each participant is touching during the ritual. Doing this more than once on the same object or area counts as a second cast on the same target.

Psychomancy 4

Ritual - Gentle Reminder

You may place a Strength 4 effect on a character present during the ritual to make them associate a person, object or symbol with a given emotion. Whenever they see that thing, they will feel that emotion for a moment. This lasts 1 day, With more participants you can attempt to increase the duration, number of targets or strength of emotion felt by the targets.

Psychomancy 5

Ability - Extremes of Feeling

You may now use Empower Totem with the following emotion effects, for double the normal cost: Agony, Euphoria.

Ritual - Haunt 

You may place emotion effects on inanimate objects or entire areas. Anyone in the area or touching/owning the object will take the effect. Sufficiently powerful castings of this may be used to create sprites bound to a location. Weaker castings allow results such as placing an emotion on everyone in the room.