Difference between revisions of "Creating Magical Items"
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This is partly house rules, partly a summary of canon rules. | This is partly house rules, partly a summary of canon rules. | ||
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This will greatly speed up your approval on the items you are requesting.''' <br> | This will greatly speed up your approval on the items you are requesting.''' <br> | ||
</font> | </font> | ||
+ | |||
+ | |||
+ | '''Sphere Crafting Information''' | ||
+ | {| | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Creating Magical Items#Vampire|General]] | ||
+ | * [[Creating Magical Items#Vampire|Vampire]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Creating Magical Items#Demon|Demon]] | ||
+ | * [[Creating Magical Items#Werewolf|Werewolf]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Creating Magical Items#Mage|Mage]] | ||
+ | * [[Creating Magical Items#Wraith|Wraith]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Creating Magical Items#Sorcerer|Sorcerer]] | ||
+ | |} | ||
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==Discrepancies== | ==Discrepancies== | ||
* Need to decide on in-between limits for items that work for a fixed duration (e.g. one month) but are reusable within that time | * Need to decide on in-between limits for items that work for a fixed duration (e.g. one month) but are reusable within that time | ||
+ | |||
=Vampire= | =Vampire= | ||
− | + | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | |
Not an exhaustive list. For methods found in canon but not listed here, please check with staff. | Not an exhaustive list. For methods found in canon but not listed here, please check with staff. | ||
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* Guide to the Sabbat 106 | * Guide to the Sabbat 106 | ||
* Roll Intelligence + Security vs (inanimate object: 7; living subject: subject's Willpower + 2) | * Roll Intelligence + Security vs (inanimate object: 7; living subject: subject's Willpower + 2) | ||
+ | {{collapse bottom}} | ||
=Werewolf= | =Werewolf= | ||
− | + | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | |
==Fetishes== | ==Fetishes== | ||
Hammer and Klaive chapter 2 (pages 41-59) | Hammer and Klaive chapter 2 (pages 41-59) | ||
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** Each one increases the item's level by its Power/Essence cost | ** Each one increases the item's level by its Power/Essence cost | ||
** Can only be used once each time it's drawn | ** Can only be used once each time it's drawn | ||
+ | {{collapse bottom}} | ||
=Mage= | =Mage= | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
General note: Primal Utility (Syndicate Revised 79-81) may be substituted for Prime, same levels unless otherwise noted. | General note: Primal Utility (Syndicate Revised 79-81) may be substituted for Prime, same levels unless otherwise noted. | ||
* Primal Utility can't directly create items using Primal Energy, but can turn it into Tass and then create items using that. | * Primal Utility can't directly create items using Primal Energy, but can turn it into Tass and then create items using that. | ||
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** The reader may instead gain temporary insight (perform a single effect as if they had received one of the above increases, with no XP cost). | ** The reader may instead gain temporary insight (perform a single effect as if they had received one of the above increases, with no XP cost). | ||
* Afterward, the reader may start a new study period with the same or a different grimoire. | * Afterward, the reader may start a new study period with the same or a different grimoire. | ||
+ | {{collapse bottom}} | ||
=Sorcerer= | =Sorcerer= | ||
− | + | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | |
==Enchantment/Alchemy== | ==Enchantment/Alchemy== | ||
[[Enchantment]] and [[Alchemy]] (see these links for further details): | [[Enchantment]] and [[Alchemy]] (see these links for further details): | ||
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If you have any questions, feel free to ask. This is in process and will continue (slowly) over the next few weeks while we get things shuffled over. | If you have any questions, feel free to ask. This is in process and will continue (slowly) over the next few weeks while we get things shuffled over. | ||
− | + | ||
</div> | </div> | ||
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*** Requirement waived at Spirit Awakening 5 with at least 3 successes on a Dexterity + Crafts roll to make the Talen yourself | *** Requirement waived at Spirit Awakening 5 with at least 3 successes on a Dexterity + Crafts roll to make the Talen yourself | ||
** Spend 1 temporary Willpower | ** Spend 1 temporary Willpower | ||
+ | {{collapse bottom}} | ||
=Changeling= | =Changeling= | ||
− | Reference: | + | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} |
+ | Reference: WW92041 Changeling: the Dreaming (20th Anniversary) | ||
− | + | Staff is in the process of updating the Changeling Sphere rules to 20th rules, adjusting as needed for City of Hope and Mushing in general. Questions on how any of this works should be put into a +request. | |
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− | == | + | ==Materials== |
<div style="float: right; padding-left: 10px"> | <div style="float: right; padding-left: 10px"> | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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</div> | </div> | ||
− | + | Staff has implemented a new background for Changelings called: Dross. This background is a measure of a PC's chimerical wealth. This stat will be equivalent to the same level of: Resources, but for buying minor chimerical goods. A player can spend xp to buy Dross as per +rules XP Costs. | |
− | * Cannot be stockpiled, except by declaring it up front for a specific item. | + | * Cannot be stockpiled, except by declaring it up front for a specific item, and how. |
+ | * To take Dross, you need to set a +note for how/what/where you are collecting materials. | ||
− | + | ||
− | * Find an area of the Dreaming (or normalspace, if you have Infusion 1) with appropriate material. | + | Staff encourages you to RP to find raw materials. |
− | * Roll Dexterity + Kenning vs 7 (6 for nockers/boggans/nunnehi). | + | |
− | ** Success = | + | To harvest raw materials from the landscape: |
+ | * Find an area of the Dreaming (or normalspace, if you have Infusion 1) with appropriate material. Open a +request and declare where you are and what you are looking for and how. | ||
+ | * Roll Dexterity + Kenning vs 7 (6 for nockers/boggans/nunnehi) to the job. | ||
+ | ** Success = Staff will determine what you find in what amounts (see table below). You can't harvest that same type of material from that same location for the rest of the month. | ||
** Fail = You can't harvest that same type of material from that same location for the rest of the day. After that, you can try again with no penalty. | ** Fail = You can't harvest that same type of material from that same location for the rest of the day. After that, you can try again with no penalty. | ||
** Botch = You can't harvest that same type of material from that same location for the rest of the month. After that, you can try again with no penalty. | ** Botch = You can't harvest that same type of material from that same location for the rest of the month. After that, you can try again with no penalty. | ||
− | Large items may require extra raw materials at staff discretion. Average 'volume' for 1 | + | Large items may require extra raw materials at staff discretion. Average 'volume' for 1 success is about 12 pounds, but this varies by type of material. |
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
− | == | + | ==Crafting== |
− | + | ||
− | * | + | {|class="wikitable" style="text-align: center;" width="25%" |
− | * | + | ! style="min-width: 75px" | Level # |
+ | ! style="min-width: 75px" | Base Diff | ||
+ | ! style="min-width: 75px" | # Succ | ||
+ | ! style="min-width: 400px" | Type | ||
+ | |- | ||
+ | | '''1''' | ||
+ | | 6 | ||
+ | | 1-5 | ||
+ | | '''Simple Crafting''': functional, plain, everyday items | ||
+ | |- | ||
+ | | '''2''' | ||
+ | | 7 | ||
+ | | 6-10 | ||
+ | | '''Basic Crafting''': unadorned weapons, shields, tools | ||
+ | |- | ||
+ | | '''3''' | ||
+ | | 8 | ||
+ | | 11-15 | ||
+ | | '''Advanced Crafting''': full armor, unique weapons, houses, specialized tools | ||
+ | |- | ||
+ | | '''4''' | ||
+ | | 9 | ||
+ | | 16-25 | ||
+ | | '''Complex Crafting''': machinery, siege weapons, clockwork steeds | ||
+ | |- | ||
+ | | '''5''' | ||
+ | | 10 | ||
+ | | 26+ | ||
+ | | '''Masterwork crafting''': castles, legendary weapons, airships | ||
+ | |} | ||
+ | |||
+ | Once you have determined what you are making, open a +request with the following: | ||
+ | |||
+ | * Description of what you are making, what materials are needed, where you are getting the materials from (could be previous collection job), and what it does. Include as many details as you feel appropriate, especially the name for it, and if it has any chimerical effects. | ||
+ | * Suggest a Level as based on the above chart, and list any modifiers based on the below chart. Then submit the +request. | ||
+ | |||
+ | Staff will reply with an affirmative or any suggestions for modifying. Once settled, you will be given the diff to roll '''Dexterity + Crafts''. | ||
+ | * The difficult will never be lower than THREE. | ||
+ | * Each roll made to complete the project represents ONE week's worth of work. | ||
+ | * Successes accumulate per roll, and can all be rolled at one time, but you can RP in real time taking that much time to work on it. | ||
+ | * Failure on this roll means that no progress was made for that week only. | ||
+ | * Botching this roll can have different effects, at staff discretion. Those can include: | ||
+ | ** A tool breaks, forcing a halt on working until can make or purchase a replacement. | ||
+ | ** Important materials were destroyed, forcing a halt on working until new materials are found. | ||
+ | ** All previous completed work is damaged, reducing total successes by the changeling's Banality rating. | ||
+ | ** The changeling is injured or an assistant during crafting the project, and thus take wound penalties that reduce the dice pool. | ||
+ | ** Whatever else that fits the situation that staff deems appropriate. | ||
− | + | '''Modifiers''' | |
− | + | {|class="wikitable" style="text-align: center;" width="25%" | |
− | + | ! style="min-width: 75px" | Effect | |
− | + | ! style="min-width: 500px" | Modifier | |
+ | |- | ||
+ | | -1 to -3 diff | ||
+ | | '''Planning''': Thorough research or project plans ''(<nowiki>*</nowiki> see below)'' | ||
+ | |- | ||
+ | | -2 diff | ||
+ | | Dream realms | ||
+ | |- | ||
+ | | -2 diff | ||
+ | | Specialized tools and workspace | ||
+ | |- | ||
+ | | -1 diff | ||
+ | | In a freehold or the Near Dreaming | ||
+ | |- | ||
+ | | -1 diff | ||
+ | | Low Banality mundane area (1-4) | ||
+ | |- | ||
+ | | -1 diff | ||
+ | | Experience with previous identical projects | ||
+ | |- | ||
+ | | -1 diff | ||
+ | | Basic tools | ||
+ | |- | ||
+ | | +1 diff | ||
+ | | Improper tools or workspace | ||
+ | |- | ||
+ | | +1 diff | ||
+ | | Medium-Banality area (5-8) | ||
+ | |- | ||
+ | | +2 diff | ||
+ | | Broken tools, inappropriate workspace | ||
+ | |- | ||
+ | | +3 diff | ||
+ | | No tools, improper materials | ||
+ | |- | ||
+ | | +3 diff | ||
+ | | Extreme Banality area (9-10) | ||
+ | |- | ||
+ | | +3 diff | ||
+ | | New project with no planning | ||
+ | |- | ||
+ | | +4 diff | ||
+ | | No tools, no materials | ||
+ | |- | ||
+ | | +1 dice | ||
+ | | Small projects (weapons, tools, household items, etc) - 1 helper | ||
+ | |- | ||
+ | | +5 dice | ||
+ | | Medium projects (small buildings and siege weapons, etc) - up to 5 helpers | ||
+ | |- | ||
+ | | +Dex + Crafts dice | ||
+ | | Large projects (freeholds, large vehicles, manors, etc) - limited by dice pool | ||
+ | |} | ||
− | + | * '''Planning:''' The crafter rolls Intelligence + Crafts (or Science, or another ability deemed appropriate by staff) vs 6. Each roll represents a full day of work (at least EIGHT hours). For every FIVE successes achieved, the difficulty of the subsequent crafting roll is reduced by ONE. | |
− | ==Nockers== | + | ==Nockers/Boggans== |
− | + | ''References: WW92047 Changeling: The Dreaming Player's Guide (20th Anniversary) pg.#185-186'' | |
− | + | Only Nockers and Boggans have access to this art. | |
− | + | * All cantrips listed use Fae 5 (Dweomer of Glamour) unless noted. | |
{{#css: | {{#css: | ||
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| class="infusion-level" | 1 | | class="infusion-level" | 1 | ||
| class="infusion-name" | Harden | | class="infusion-name" | Harden | ||
− | | class="infusion-effect" | | + | | class="infusion-effect" | Incidental chimera successfully effected can be crafted or forged as if it were a Dreamed chimera. |
| class="infusion-notes" | | | class="infusion-notes" | | ||
− | * 1 success: | + | Number of successes determines duration of the cantrip |
+ | * 1 success: 1 hour | ||
* 2 successes: 1 day | * 2 successes: 1 day | ||
* 3 successes: 1 week | * 3 successes: 1 week | ||
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| class="infusion-name" | Toughen | | class="infusion-name" | Toughen | ||
| class="infusion-effect" | Every 2 successes gives +1 health level and -1 difficulty to resist Banality. | | class="infusion-effect" | Every 2 successes gives +1 health level and -1 difficulty to resist Banality. | ||
− | | class="infusion-notes" | Multiple castings don't stack. | + | | class="infusion-notes" | |
+ | * Nature of the chimerical object to be affected determins the level of the Fae Realm needed to cast the cantrip. | ||
+ | * Multiple castings don't stack. | ||
|- | |- | ||
| class="infusion-level" | 3 | | class="infusion-level" | 3 | ||
− | | class="infusion-name" | | + | | class="infusion-name" | Generate |
| class="infusion-effect" | Creates or summons a FUBAR (allows creating electromagnetic stuff) with 1 Glamour per success. | | class="infusion-effect" | Creates or summons a FUBAR (allows creating electromagnetic stuff) with 1 Glamour per success. | ||
| class="infusion-notes" | | | class="infusion-notes" | | ||
− | * | + | * First create a containment unit for the FUBAR they seek to summon and capture, rolling (Intelligence + Crafts vs 7) and (Intelligence + Gremayre vs 7) and (Intelligence + Science vs 7) and accumulate 7+ successes among those rolls to produce the container. This will hold a FUBAR for up to SEVEN months before the caster needs to begin "feeding" it Glamour, and then one point per month thereafter. Failing to do so will cause the FUBAR to lapse into a state of dormancy until infused with fresh Glamour charge. |
− | + | * The cantrip is then rolled as normal, the numbe of successes determines the FUBAR's Glamour rating. | |
− | |||
− | * | ||
|- | |- | ||
| class="infusion-level" | 4 | | class="infusion-level" | 4 | ||
− | | class="infusion-name" | | + | | class="infusion-name" | Animate |
− | | class="infusion-effect" | Creates a [[Character Generation/Changeling Companions | | + | | class="infusion-effect" | Creates a [[Character Generation/Changeling Companions | automaton]] with base pool of 50 chimera points. Intelligence is not allowed, and social attributes are generally lacking in all. Relatively low willpower, but higher utilitarian Abilities, Glamour and Health Levels. May not possess Dreamform Rede. |
| class="infusion-notes" | | | class="infusion-notes" | | ||
* Always uses Fae realm at level 5 (Dweomer of Glamour), and a FUBAR-powered generator. | * Always uses Fae realm at level 5 (Dweomer of Glamour), and a FUBAR-powered generator. | ||
− | * Before cantrip, roll extended (Intelligence + | + | * Before cantrip, roll extended (Intelligence + Gremayre) and (Intelligence + Crafts), both vs 9, and accumulate 10 successes on each. |
− | * Limited to basic commands, but Infusion 5 ( | + | * Botched cantrip roll means it causes physical damage to automaton and must be repaired before roll is repeated. Three botches means start over from scratch. |
+ | * Limited to basic commands, but Infusion 5 (IT'S ALLLLLIIIIIIIIIIIIIIIIIVE!) may change that. | ||
* Looks mechanical, but Legerdemain 5 (Phantom Shadows) may change that. | * Looks mechanical, but Legerdemain 5 (Phantom Shadows) may change that. | ||
|- | |- | ||
| class="infusion-level" | 5 | | class="infusion-level" | 5 | ||
− | | class="infusion-name" | | + | | class="infusion-name" | IT'S ALLLLLIIIIIIIIIIIIIIIIIVE! |
− | | class="infusion-effect" | Grants proper intelligence to | + | | class="infusion-effect" | Grants proper intelligence to an automaton or other unintelligent chimera. |
| class="infusion-notes" | | | class="infusion-notes" | | ||
− | * | + | * After successfully casting cantrip, roll Intelligence + Gremayre vs 9. |
− | * | + | Number of successes determines baseline Intelligence of the chimera: |
− | * | + | * 1 success: 1 point of Intelligence |
− | * | + | * 2 successes: 2 points of Intelligence |
− | ** Both succeed = | + | * 3 successes: 3 points of Intelligence |
− | ** Cantrip succeeds, | + | * 4 successes: 4 points of Intelligence |
− | ** Either botches = mentally unstable and antisocial, | + | * 5 successes: 5 points of Intelligence |
− | + | ** '''Both succeed''' = starts a childlike, friendly, loyal, and capable of learning important skills quickly. Can increase Mental attributes at the cost of chimera points. | |
+ | ** '''Cantrip succeeds, Gremayre fails''' = mental attributes permanently stuck at 0; can't even follow basic commands, but alive and aware and loves its master like a half-witted dog. | ||
+ | ** '''Either botches''' = mentally unstable and antisocial, actively rebellious and has extreme flaws of it's creator. Staff discretion to allocate Mental attributes. Will need to decide to keep or destroy, possibly for good of the world at large. | ||
|} | |} | ||
+ | {{collapse bottom}} | ||
=Wraith= | =Wraith= | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
(to be filled out in more detail) | (to be filled out in more detail) | ||
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See also Book of Oblivion 15-21 | See also Book of Oblivion 15-21 | ||
+ | {{collapse bottom}} | ||
=Demon= | =Demon= | ||
− | + | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | |
==Enhance Object (Forge 1)== | ==Enhance Object (Forge 1)== | ||
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(to be filled out) | (to be filled out) | ||
+ | {{collapse bottom}} |
Revision as of 21:11, 21 January 2022
This is partly house rules, partly a summary of canon rules.
For all +jobs, once rolls are finished, please add the following in another comment:
- Type of Item
- Name of Item
- Level/Gnosis/Willpower/etc as needed of Item
- The Effect
- How Many Charges the item has (if applicable)
- Difficulty/Damage/other expenditures
- How many successes you obtained on the rolls (This can be just one or two rolls, or might have several. Please list individually)
This will greatly speed up your approval on the items you are requesting.
Sphere Crafting Information
General
- These are general limits that apply in addition to canon rules:
- How many items can a character create and still get other things done?
- How many items can a character use and not have anything backfire?
- These apply to items that work permanently (until/unless somehow destroyed or otherwise ruined, including items that have a limited shelf life but are reusable until it expires).
- These do not apply to items that work only once (e.g. talens, alchemical products), nor items whose sole effect is to ICly justify an XP spend (e.g. Acute Vision).
- Also, some items are not important enough to be worth tracking. Staff is not worried about every single tool in your toolshed, making your grandmother's favorite vase unbreakable, etc. If in doubt, ask.
For building/carrying limits, Occult may be interchanged with:
- Rituals (typically shifters)
- Gremayre (typically changelings)
- Hypertech (typically Technocrats)
- Science or Technology (Sorcerer-psychics using extraordinary science or techno-sorcery)
- Crafts (Malefactor demons)
Types of items
- Items must be spelled out in a book (e.g. a specific fetish) or emulate a specific power (or combination of powers)
- Items may require conversion (e.g. if a gift costs Gnosis, then a treasure emulating that gift may cost Glamour instead)
- To emulate a power from a different game line, the creator must have at least 3 dots in the relevant Lore (or Hypertech if relevant)
- Emulating a power restricted to a subset of another race may be restricted at staff discretion
- Emulating a ritual (i.e.: Shifter Rites, Vampire Rituals) is not allowed. Sorcerer Rites not included.
Level and genre
- The level of an item emulating one or more powers is the sum of the levels of those powers
- The genre of an item is based on its creator's race/subrace
Edge cases
- Mage spheres can only be emulated by mage items (too broad otherwise).
- Specific mage-created items (particularly fetishes/talens) may be emulated at staff discretion.
- Possessed/bygone powers can't be emulated (don't follow usual 1-5 scale).
- Changeling arts are still limited by user's or target's Banality (whichever is higher), making them nearly useless for other races.
- If a level N power doesn't directly produce an effect, but only creates an item that produces an effect (e.g. Enchantment numina, Enchant Talisman), then it only contributes N-2 (minimum 1) to the item's level.
- Multiple powers producing essentially same effect with different targets (e.g. Thaumaturgy wards) only contribute once (highest level), not multiple times.
Examples
- A magical item that captures Potence:2 is a level 2 item.
- A magical item that captures Celerity:1 and has Ward vs Ghouls (level 2) and Ward vs Kindred (level 4) on it is a level 3 item (1 for Celerity, 2 for Ward vs Kindred contributing 4-2=2).
Creation
- Each creator gets (Occult (max 5) * 2) tokens per month
- Successfully creating an item uses a number of tokens equal to its level
- Upgrading an item uses a number of tokens based on the upgrade, even if it partly overlaps with existing powers (e.g. mage spheres)
- Tokens do not roll over from one month to the next
- Exception: Saving up for a specific item declared in advance
- Exception: If staff takes several weeks to process a request, tokens may be taken from any month within that time, player's choice
- Single-use items don't use up tokens (staff will house-rule some limit if/when someone tries spamming them badly enough)
- Items with limited shelf life (but reusable until it expires) don't use up tokens, instead you can have one such (non-expired) item in existence per dot in Occult
Carrying/use
- Characters are limited by how many multiple-use items they can use in a scene.
- The limit is compared to the sum of the item levels.
- Characters can have dumpsters full of magical items at home, and can use all of them in a scene there.
- +equip does not track what you normally keep where. You may want to set a +note and ask staff to approve it.
- To use an out-of-genre item, a character must have at least as many dots in Occult as the item's level.
- You may substitute Rituals, Gremayre, or (if relevant to the item) Hypertech.
- If the item requires spending something (e.g. Gnosis), then the character must also have that thing.
- All items are considered out-of-genre for the 'Other' group below.
- Receiving an item made by another PC does not require buying background dots.
Character | Carrying limit | Notes |
---|---|---|
Vampire | (Highest discipline + Occult) x 2 | |
Shifter | (Rank + Rituals) x 2 | |
Mage | (Arete + Occult) x 2 | Technocrats can use Hypertech instead of Occult for relevant items Technocrats with Soulless flaw (cannot have Arete) use Hypertech x 4 instead |
Sorcerer/Psychic | (Highest Numina + Occult) x 2 | |
Changeling | (Highest Art + Gremayre) x 2 | |
Wraith/Risen | (Highest Arcanos + Occult) x 2 | |
Demon | (Faith, max 5 + Occult) x 2 | |
Mummy | (Balance + Occult) x 2 | |
Other | Occult x 2 | Includes Mortal, Ghoul, Subrace:Kinfolk, Subrace:Kinain, Possessed, Bygone |
Discrepancies
- Need to decide on in-between limits for items that work for a fixed duration (e.g. one month) but are reusable within that time
Vampire
Not an exhaustive list. For methods found in canon but not listed here, please check with staff. Entrap Ephemera (Thaumaturgy path: Spirit Manipulation 4)
Enchant Talisman (level 5 Thaumaturgy ritual)
Splinter Servant (level 4 Thaumaturgy ritual)
Bind the Familiar (level 3 Thaumaturgy ritual)
Chanjelin Ward (Mytherceria 4)
|
Werewolf
FetishesHammer and Klaive chapter 2 (pages 41-59) Note: Some rites do not use the usual dice pool for their type (WtA 155, "Rites Chart" at upper right) Step 1: Decide what your fetish will do
Step 2: Optional modifiers to Rite of the Fetish difficulty
Step 3: Decide what type of spirit to summon (WtA 298-301, Axis Mundi)
Step 4: Perform Rite of Summoning (WtA 161)
Step 5: More optional modifiers to Rite of the Fetish difficulty
Step 6: Perform Rite of the Fetish (WtA 161)
Using a fetish (WtA 240-241)Fetishes from Werewolf: the Wild West may be allowed at renown crew's discretion.
Multiple spirits per fetish (H+K 57)
Talens
Rite of the Pain Dagger (Ratkin 70-71)
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Mage
General note: Primal Utility (Syndicate Revised 79-81) may be substituted for Prime, same levels unless otherwise noted.
Artifacts/InventionsIMPORTANT:
Charms/GadgetsIMPORTANT: All the warnings under Artifacts/Inventions also apply here, though these are somewhat easier to create.
FetishesIMPORTANT: All the warnings under Artifacts/Inventions also apply to Binding here, except the part about being vulgar.
Talens
PeriaptsIMPORTANT: All the warnings under Artifacts/Inventions also apply here, except the part about being vulgar. 'Usable only by creator' is currently under review (existing items will be grandfathered if relevant).
Talismans/DevicesIMPORTANT: All the warnings under Artifacts/Inventions also apply to Imbuing Arete and Imbuing Powers here (mostly the latter).
Grimoires/Principiae
Creating Grimoire/Principia
Creating Primers
Using Grimoire
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Sorcerer
Enchantment/AlchemyEnchantment and Alchemy (see these links for further details):
Naming FormatsAs of September 2021, we are changing the names of some of the Alchemy and Enchantment Rites to a standard format. It makes it easier for you and for staff as a whole. All enchantments will be called Charms All alchemy will be called Potions
If you have any questions, feel free to ask. This is in process and will continue (slowly) over the next few weeks while we get things shuffled over. Spirit Awakening
Fetishes
Talens
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Changeling
Reference: WW92041 Changeling: the Dreaming (20th Anniversary) Staff is in the process of updating the Changeling Sphere rules to 20th rules, adjusting as needed for City of Hope and Mushing in general. Questions on how any of this works should be put into a +request.
Materials
Staff has implemented a new background for Changelings called: Dross. This background is a measure of a PC's chimerical wealth. This stat will be equivalent to the same level of: Resources, but for buying minor chimerical goods. A player can spend xp to buy Dross as per +rules XP Costs.
To harvest raw materials from the landscape:
Large items may require extra raw materials at staff discretion. Average 'volume' for 1 success is about 12 pounds, but this varies by type of material.
Crafting
Once you have determined what you are making, open a +request with the following:
Staff will reply with an affirmative or any suggestions for modifying. Once settled, you will be given the diff to roll 'Dexterity + Crafts.
Modifiers
Nockers/BoggansReferences: WW92047 Changeling: The Dreaming Player's Guide (20th Anniversary) pg.#185-186 Only Nockers and Boggans have access to this art.
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Wraith
(to be filled out in more detail) Creating Relics:
Creating minor Artifacts:
Creating major Artifacts:
Wraith20 329 has rules for an item's Corpus levels. See also Book of Oblivion 15-21 |
Demon
Enhance Object (Forge 1)Demon Player Guide 142-148
Enchant Object (Forge 4)Demon Player Guide 148-159
Demonic RelicsDemon Player Guide 159-166 (to be filled out) |