Prof:Psychomancy: Difference between revisions

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The skills of Psychomancy can create a number of effects, these are categorised into Emotions and Drugs. They are listed below:
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=== Emotions ===
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Anger, Calm, Sorrow, Joy, Regret, Pride, Fear, Courage, Passion, Impulsiveness.
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Other emotions may be available at Ref discretion.
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=== Drugs ===
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The Drug effects all last for around 30 minutes:
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;Sedative:
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:EFFECT: You feel a sense of calm and disconnection from the world.
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;Stimulant:
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:EFFECT: You feel a sense of wakefulness, power and confidence.
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;Hallucinogen:
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:EFFECT: You are easily distracted and see odd flashes of colour.
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;Anaesthetic:
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:EFFECT: Your feelings of pain are hugely reduced.
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Revision as of 17:41, 2 September 2014

The skills of Psychomancy can create a number of effects, these are categorised into Emotions and Drugs. They are listed below:

Emotions

Anger, Calm, Sorrow, Joy, Regret, Pride, Fear, Courage, Passion, Impulsiveness.

Other emotions may be available at Ref discretion.

Drugs

The Drug effects all last for around 30 minutes:

Sedative
EFFECT: You feel a sense of calm and disconnection from the world.
Stimulant
EFFECT: You feel a sense of wakefulness, power and confidence.
Hallucinogen
EFFECT: You are easily distracted and see odd flashes of colour.
Anaesthetic
EFFECT: Your feelings of pain are hugely reduced.


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 tell them “EFFECT: YOU BEGIN TO FEEL [Emotion] for at least 5 minutes”

Psychomancy 2

Ritual - Shared Emotions

Each Participant gains the following Enhancement: “You may call EFFECT: 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, you may 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 spell effects. Inanimate things will have no memory.

Psychomancy 3 (Requires a Ref)

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. 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 an 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.