Prof:Psychomancy: Difference between revisions
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+ | '''Faction Skill of the [[Church_of_the_Celebrant|Celebrant Church]]''' |
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+ | {{Prof_Header}}</noinclude> |
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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| |
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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}}: YOU BEGIN TO FEEL {{gloss|emotion}} for at least 5 minutes”.}} |
+ | 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| |
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− | 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”.}} |
+ | 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}}| |
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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}}. {{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.}} |
+ | 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| |
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− | You may place a |
+ | 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 |
+ | |{{nowrap|Psychomancy 5}} |
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{{Ability|Extremes of Feeling| |
{{Ability|Extremes of Feeling| |
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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.}} |
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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> |
+ | <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
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 |
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Psychomancy 1 |
Ability - Inspire Feelings
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Psychomancy 2 |
Ritual - Shared Emotions
Ability - Gossip
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Psychomancy 3 |
Ritual - Empower Totem
Ritual - An Echo Remains
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Psychomancy 4 |
Ritual - Gentle Reminder
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Psychomancy 5 |
Ability - Extremes of Feeling
Ritual - Haunt
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