Difference between revisions of "Creating Magical Items"
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+ | __NOTOC__ | ||
+ | |||
This is partly house rules, partly a summary of canon rules. | This is partly house rules, partly a summary of canon rules. | ||
+ | |||
+ | <font color=red> | ||
+ | '''For all +jobs, once rolls are finished, please add the following in another comment: <br> | ||
+ | *Type of Item <br> | ||
+ | *Name of Item <br> | ||
+ | *Level/Gnosis/Willpower/etc as needed of Item <br> | ||
+ | *The Effect <br> | ||
+ | *How Many Charges the item has (if applicable) <br> | ||
+ | *Difficulty/Damage/other expenditures <br> | ||
+ | *How many successes you obtained on the rolls (This can be just one or two rolls, or might have several. Please list individually) <br><br> | ||
+ | This will greatly speed up your approval on the items you are requesting.''' <br> | ||
+ | </font> | ||
+ | |||
+ | |||
+ | <center>'''REMEMBER: ALL CRAFTING ROLLS ARE ROLLED DIRECTLY TO THE JOB USING ''+roll/job ###=attribute + ability vs #'' <br>WE WILL NOT ACCEPT COPY/PASTE OR LOGS OF ROLLS''' | ||
+ | |||
+ | '''YOU MUST DECLARE ALL SPENDS, LOCATIONS (IF APPLICABLE), +EQUIP USED /AHEAD/ OF ALL ROLLS''' | ||
+ | </center> | ||
+ | |||
+ | |||
+ | |||
+ | '''Sphere Crafting Information''' | ||
+ | {| | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Creating Magical Items#General|General]] | ||
+ | * [[Creating Magical Items#Sorcerer|Sorcerer]] | ||
+ | |||
+ | | style="vertical-align: top; width: 20%; padding-right: 25px" | | ||
+ | * [[Creating Magical Items#Changeling|Changeling]] | ||
+ | * [[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]] | ||
+ | |} | ||
+ | |||
=General= | =General= | ||
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** How many items can a character create and still get other things done? | ** 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? | ** 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). | + | * 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). | * 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. | * 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. | ||
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* 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) | * 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 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== | ==Level and genre== | ||
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** Exception: Saving up for a specific item declared in advance | ** 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 | ** 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== | ==Carrying/use== | ||
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* 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 | ||
− | |||
− | + | =Changeling= | |
+ | {{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. | ||
− | == | + | ==Dice Pools== |
− | + | For use of Treasures, the dice roll for the Art within it is the same as a normal Art roll. An Art's normal dice roll is (Art level) + (relevant realm level), full details in [[Arts]] page on wiki. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | '''Drafted HRs for treasures under staff review currently (September 2024):''' | |
− | * | + | * If the user doesn't have the Art, or has it at a lower level, then use the Treasure's Art level. |
− | * | + | * If the user doesn't have the relevant Realm, then they can still use the treasure, but add 0 dice for the Realm level. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == | + | ==Materials== |
− | + | <div style="float: right; padding-left: 10px"> | |
− | + | {| class="wikitable sortable" | |
− | + | ! Object !! Example !! Amount in Near Dreaming | |
− | + | |- | |
− | + | | Synthetics || Plastic || 1 | |
− | + | |- | |
− | + | | Common wood || Pine || 2 | |
− | + | |- | |
− | + | | Uncommon wood || American chestnut || 2 | |
− | + | |- | |
− | + | | Rare wood || Treant-wood || 4 | |
+ | |- | ||
+ | | Food / consumables || Apple seeds || 2 | ||
+ | |- | ||
+ | | Beer, mead, wine || || 2 | ||
+ | |- | ||
+ | | Other plant materials || Hemp rope || 2 | ||
+ | |- | ||
+ | | Spring water || || 3 | ||
+ | |- | ||
+ | | Ocean water || || 2 | ||
+ | |- | ||
+ | | Magical water || Waters of Lethe || 4 | ||
+ | |- | ||
+ | | Glass || || 2 | ||
+ | |- | ||
+ | | Base metal || Copper || 2 | ||
+ | |- | ||
+ | | Precious metal || Gold || 5 | ||
+ | |- | ||
+ | | Clay / soil || || 1 | ||
+ | |- | ||
+ | | Base stone || Quartz || 3 | ||
+ | |- | ||
+ | | Semi-precious stone || Onyx || 5 | ||
+ | |- | ||
+ | | Precious stone || Ruby || 7 | ||
+ | |- | ||
+ | | Alchemical stone || Philosopher's Stone || 8 | ||
+ | |- | ||
+ | | Animal parts || Antelope hide || 1 | ||
+ | |- | ||
+ | | Unusual creature parts || Centaur hooves || 3 | ||
+ | |- | ||
+ | | Legendary creature parts || Dragon scale || 6 | ||
+ | |- | ||
+ | | Other (staff discretion) || || 3 | ||
+ | |} | ||
+ | </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, and how. |
− | * | + | * To take Dross, you need to set a +note for how/what/where you are collecting materials. |
− | |||
− | + | Staff encourages you to RP to find raw materials. | |
− | |||
− | + | 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. | ||
+ | ** 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 success is about 12 pounds, but this varies by type of material. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| class="wikitable" | {| class="wikitable" | ||
− | ! | + | ! Die !! Material |
+ | |- | ||
+ | | 1 || No Dreamstuff available (or turns out to be ineffective) | ||
+ | |- | ||
+ | | 2-6 || Usual amount of Dreamstuff available | ||
+ | |- | ||
+ | | 7 || Motherlode - 10x usual amount of Dreamstuff available | ||
+ | |- | ||
+ | | 8-9 || Usual amount of Dreamstuff available | ||
+ | |- | ||
+ | | 10 || Foolstuff (still usable, but staff adds a flaw to the item, revealed '''after''' you finish creating it) | ||
+ | |} | ||
+ | |||
+ | ==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/Boggans== | |
+ | ''References: WW92047 Changeling: The Dreaming Player's Guide (20th Anniversary) pg.#184-186'' | ||
− | + | Only Nockers and Boggans have access to this art. | |
− | + | * All cantrips listed use Fae 5 (Dweomer of Glamour) unless noted. | |
− | * | ||
− | |||
− | + | {{#css: | |
+ | .infusion-level { width: 100px; text-align: center; } | ||
+ | .infusion-name { width: 150px; text-align: center; } | ||
+ | }} | ||
+ | Infusion (C20 Players Guide pg.#184; Attribute: Intelligence; all levels are chimerical): | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! | + | ! class="infusion-level" | Level |
+ | ! class="infusion-name" | Name | ||
+ | ! class="infusion-effect" | Effect | ||
+ | ! class="infusion-notes" | Notes | ||
+ | |- | ||
+ | | class="infusion-level" | 1 | ||
+ | | class="infusion-name" | Harden | ||
+ | | class="infusion-effect" | Incidental chimera successfully effected can be crafted or forged as if it were a Dreamed chimera. | ||
+ | | class="infusion-notes" | | ||
+ | Number of successes determines duration of the cantrip | ||
+ | * 1 success: 1 hour | ||
+ | * 2 successes: 1 day | ||
+ | * 3 successes: 1 week | ||
+ | * 4 successes: 1 month | ||
+ | * 5 successes: no time limit | ||
+ | |- | ||
+ | | class="infusion-level" | 2 | ||
+ | | class="infusion-name" | Toughen | ||
+ | | class="infusion-effect" | Every 2 successes gives +1 health level and -1 difficulty to resist Banality. | ||
+ | | 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-name" | Generate | ||
+ | | class="infusion-effect" | Creates or summons a FUBAR (allows creating electromagnetic stuff) with 1 Glamour per success. | ||
+ | | 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-name" | Animate | ||
+ | | 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" | | ||
+ | * Always uses Fae realm at level 5 (Dweomer of Glamour), and a FUBAR-powered generator. | ||
+ | * Before cantrip, roll extended (Intelligence + Gremayre) and (Intelligence + Crafts), both vs 9, and accumulate 10 successes on each. | ||
+ | * 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 (Smoke and Mirros) may change that. | ||
|- | |- | ||
− | | | + | | class="infusion-level" | 5 |
+ | | class="infusion-name" | IT'S ALLLLLIIIIIIIIIIIIIIIIIVE! | ||
+ | | class="infusion-effect" | Grants proper intelligence to an automaton or other unintelligent chimera. | ||
+ | | 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 | ||
+ | * 3 successes: 3 points of Intelligence | ||
+ | * 4 successes: 4 points of Intelligence | ||
+ | * 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}} | ||
+ | |||
+ | =Demon= | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | ==Enhance Object (Forge 1)== | ||
+ | |||
+ | Demon Player Guide 142-148 | ||
+ | |||
+ | * What can you enhance? | ||
+ | ** Must be manufactured (Crafts or Technology) | ||
+ | ** Must have a physical game mechanic | ||
+ | ** Must not have been previously modified with any level of Forge | ||
+ | <div style="float: right; margin: 10px 0 10px 10px"> | ||
+ | {| class="wikitable" | ||
+ | ! Difficulty !! Concept !! style="width: 300px" | Examples | ||
|- | |- | ||
− | | | + | | 5 || Small, few if any moving parts, single function || Hammer, crowbar, baseball bat, clothes, lockpick, sword, tool, longbow <br /> Really small items (ST discretion) may be enhanced in groups (bullets, playing cards, tools) |
|- | |- | ||
− | | | + | | 6 || Large (at least man-sized), mechanically simple || Sailboat, surfboard, parachute, ladder, wagon, hot air balloon, battering ram |
|- | |- | ||
− | | | + | | 7 || Small, mechanically complex, not primarily electronic || Pistol, rifle, scooter, motor, bomb, jackhammer, air conditioner, binoculars, lock, lawnmower |
|- | |- | ||
− | | | + | | 8 || Large, mechanically complex || Car, motorcycle, cannon, speedboat, crane, refrigerator, lathe, bulldozer |
|- | |- | ||
− | | | + | | 9 || Small, electronically complex || Computer, security camera, DVD player, mixing desk, cell phone, GPS locator |
|- | |- | ||
− | | | + | | 10 || Large, electronically complex || Airplane, cruise missile, surveillance satellite, manufacturing line, speaker stack, radio broadcast system <br /> Really large items (ST discretion) are impossible to enhance (battleship, space shuttle) |
− | |||
− | |||
− | |||
|} | |} | ||
+ | </div> | ||
+ | * Perception + Crafts | ||
+ | ** Base difficulty is 5 to 10, depending on size and complexity of item | ||
+ | ** Ravage thralls (DtF 251) for more dice (up to your Faith) | ||
+ | ** Spend Faith and/or Willpower for one automatic success each | ||
+ | ** Take extra time for more dice (up to 2) | ||
+ | ** Use resonant tools (DPG 68-71) for -1 difficulty | ||
+ | ** Apocalyptic form: | ||
+ | *** Reduced difficulty on Crafts applies | ||
+ | *** Reduced difficulty on Perception ''does not'' apply (DPG 143) | ||
+ | *** Increased Perception applies | ||
+ | ** +1 or +2 difficulty if unfamiliar with the item (can perform a separate Enhance Object evocation to become familiar) | ||
+ | * Allocate successes: | ||
+ | ** Reduce a difficulty to use the item (-1 per success, minimum 3) | ||
+ | ** Increase a difficulty to bypass the item's defense/prevention (e.g. lock, security system) (+1 per success, maximum 10) | ||
+ | *** Can't increase the difficulty of hitting an armored target, that's covered under "increase soak dice" instead | ||
+ | ** Increase an effect of the item (e.g. damage dice, soak dice) (1 die per success, maximum double original) | ||
+ | *** For Strength-based damage dice, only the non-Strength part can be doubled | ||
+ | ** Increase the item's durability (1 health level per success, maximum double original) | ||
+ | ** Improve another factor of the item (e.g. car's top speed, pistol's range, computer's memory and speed) (20% per success, maximum double original) | ||
+ | * Duration: | ||
+ | ** Lasts for the scene | ||
+ | ** Spend a Willpower to make it permanent | ||
+ | ** Gift it to a thrall and have them spend a ''permanent'' Willpower to make it permanent; they must then activate it per use in some fashion (e.g. succeed at Willpower vs 8, spend Willpower, take 1 unsoakable bashing) | ||
+ | |||
+ | ==Enchant Object (Forge 4)== | ||
− | + | Demon Player Guide 148-159 | |
− | |||
− | + | * What can you enchant? | |
− | + | ** Can be mechanical, but not technological (unless broken) | |
− | + | ** Must not have been previously modified with any level of Forge | |
− | + | * Need at least one dot in the Lore(s) to be emulated (or work with a collaborator who has it) | |
− | * | + | ** Can also emulate an aspect of the apocalyptic form associated with the Lore |
− | * | + | * If you create the item from raw materials: |
− | * | + | ** (Dexterity or Wits or Intelligence) + (Crafts or Technology), extended (one roll per day) |
+ | ** Up to +2 difficulty if fine work or special tools are needed (e.g. intricate clockwork, engraving) | ||
+ | ** Successes are capped at 3 * background (e.g. Resources) used to get the raw materials | ||
+ | * Performing the evocation: | ||
+ | ** Dexterity + Crafts, extended | ||
+ | ** If you created the item from raw materials: | ||
+ | *** Base difficulty = 6 (7 if working with one or more collaborators) | ||
+ | *** Successes are capped at the number of successes you got when creating the item | ||
+ | ** Otherwise: | ||
+ | *** Base difficulty = 8 (9 if working with one or more collaborators) | ||
+ | *** Successes are capped at 3 * background used to get the item | ||
+ | ** Optional modifiers to evocation: | ||
+ | *** Ravage thralls (DtF 251) for more dice (up to your Faith) (on one roll, affecting another roll requires ravaging again) | ||
+ | *** Spend Faith and/or Willpower for one automatic success each (on one roll, affecting another roll requires spending again) | ||
+ | *** Use resonant tools and/or enchant a resonant item for -1 difficulty (does not stack if you do both) | ||
+ | *** Make the item produce resonant side effects for -1 difficulty | ||
+ | *** Apocalyptic form: Bonuses to Crafts and/or Dexterity apply (and also to creating from raw materials) | ||
+ | * Allocate successes: | ||
+ | ** Minimum = 2 * highest level of Lore emulated | ||
+ | *** +2 per collaborator | ||
+ | *** Up to -2 for requiring onerous/severe sacrifice to activate | ||
+ | *** Up to -2 for significant/drastic limitation (e.g. more limited target than usual) | ||
+ | *** Up to +2 for bonuses (e.g. longer range) | ||
+ | *** For aspects of an apocalyptic form, the 'level' is the aspect's [[Apocalyptic Forms|point value]] | ||
+ | ** Power: Item's dice pool = ''creator's'' dice pool for the Lore being emulated; 1 success = 2 more dice | ||
+ | ** Frequency: One use per scene; 1 success = 1 more use per scene, or 5 successes = unlimited uses per scene | ||
+ | * Spend Faith equal to highest Lore emulated (+1 or -1 at ST discretion, minimum 1) | ||
+ | ** This is increased from DtF 191 which just requires spending 1 Faith | ||
+ | * Activating it (per use, not per scene): | ||
+ | ** Demons must roll Faith vs 6 or spend Faith (botch = lose 1 Faith) | ||
+ | ** Others must roll Willpower vs 8 or spend Willpower (botch = lose 1 Willpower) | ||
+ | ** If the creator evoked the high-torment version of Forge 4: | ||
+ | *** Demons must gain 1 Torment to activate | ||
+ | *** Others must spend Willpower to activate | ||
+ | *** Item botches more often (2s count as 1s) | ||
+ | ** Can attune yourself to an item: | ||
+ | *** Demons spend 1 ''permanent'' Faith | ||
+ | *** Others spend 1 ''permanent'' Willpower | ||
+ | *** This eliminates the requirement to roll/spend Faith/Willpower or gain Torment | ||
+ | *** If the relic has additional activation requirements, those are not eliminated | ||
+ | *** If the relic was created with high-torment Forge 4, it still botches more often | ||
+ | *** Multiple characters can be attuned to the same item | ||
− | === | + | ==Demonic Relics== |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Demon Player Guide 159-166 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | (to be filled out) | |
− | + | {{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. | ||
+ | * Primal Utility can't directly create items using Primal Energy, but can turn it into Tass and then create items using that. | ||
+ | |||
==Artifacts/Inventions== | ==Artifacts/Inventions== | ||
<div style="background-color: #fcc; padding: 25px"> | <div style="background-color: #fcc; padding: 25px"> | ||
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** Must have sphere level(s) sufficient to create the desired effect | ** Must have sphere level(s) sufficient to create the desired effect | ||
** One roll = one IC hour | ** One roll = one IC hour | ||
− | ** Item's point value equals sum of sphere levels to create its effect | + | ** Item's point value equals sum of sphere levels to create its effect |
+ | *** ''Example: Using Mind 1 for one effect, and Mind 3 for another effect would equal a Level 4 item.'' | ||
*** Flaws can reduce point value by up to 3 | *** Flaws can reduce point value by up to 3 | ||
*** Item is continuously active: double point value (however, this does not increase the item's level for '+rules magical items' purposes) | *** Item is continuously active: double point value (however, this does not increase the item's level for '+rules magical items' purposes) | ||
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* Forged by Dragon's Fire 31-36, examples 36-39 | * Forged by Dragon's Fire 31-36, examples 36-39 | ||
+ | |||
* Preparation: Spirit must be coerced, beaten in combat, or given chiminage | * Preparation: Spirit must be coerced, beaten in combat, or given chiminage | ||
+ | ** Must list in request the name of the [[Spirits by type|spirit]], it's Rage/Gnosis/Willpower, and book reference with page #. | ||
+ | |||
* Binding | * Binding | ||
** Spirit 4 | ** Spirit 4 | ||
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** Accumulate four successes per point | ** Accumulate four successes per point | ||
** Paradox handling is limited to mitigating or absorbing | ** Paradox handling is limited to mitigating or absorbing | ||
+ | |||
* Usage | * Usage | ||
** Must attune once: roll Willpower vs fetish's Gnosis, fail = must placate spirit before trying again | ** Must attune once: roll Willpower vs fetish's Gnosis, fail = must placate spirit before trying again | ||
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* Forged by Dragon's Fire 39-42, examples 42-43 | * Forged by Dragon's Fire 39-42, examples 42-43 | ||
* Quickening | * Quickening | ||
− | ** Usable only by creator: Prime 4 (5 if living) | + | ** Usable only by creator: Prime 4 (5 if living) (Soulgem / Soulflower; MtA 181, 184) |
** Usable by anyone: Matter 5 (Life 5 if living) | ** Usable by anyone: Matter 5 (Life 5 if living) | ||
** Accumulate 2 successes per level | ** Accumulate 2 successes per level | ||
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* Bind the Will: spend 1 permanent Willpower | * Bind the Will: spend 1 permanent Willpower | ||
* Adding powers to an existing talisman: | * Adding powers to an existing talisman: | ||
− | ** | + | ** Use the Quickening process from Artifacts/Inventions (crafting and purification are skipped) |
** Original creator is -2 difficulty, anyone else is +2 difficulty | ** Original creator is -2 difficulty, anyone else is +2 difficulty | ||
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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): | ||
+ | |||
* Determine level needed | * Determine level needed | ||
+ | |||
* Work out the ritual | * Work out the ritual | ||
** Enchantment requires buying it (3 XP per dot) | ** Enchantment requires buying it (3 XP per dot) | ||
** Alchemy allows buying it (3 XP per dot) for faster and easier casting | ** Alchemy allows buying it (3 XP per dot) for faster and easier casting | ||
+ | |||
* Cast the ritual (can be reused) | * Cast the ritual (can be reused) | ||
** Enchantment: Intelligence + (Occult / Science) vs (3 + level of ritual) | ** Enchantment: Intelligence + (Occult / Science) vs (3 + level of ritual) | ||
** Alchemy: Intelligence + (Alchemy knowledge / Herbalism / Science) vs (3 + level of ritual) | ** Alchemy: Intelligence + (Alchemy knowledge / Herbalism / Science) vs (3 + level of ritual) | ||
+ | |||
* Level of item created: | * Level of item created: | ||
** Enchantment 1-3 typically creates a level 1 item | ** Enchantment 1-3 typically creates a level 1 item | ||
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** Enchantment 5 typically creates a level 3 item | ** Enchantment 5 typically creates a level 3 item | ||
** Alchemy is similar, but typically creates a single-use item | ** Alchemy is similar, but typically creates a single-use item | ||
+ | |||
+ | <div style="background-color: #fcc; padding: 10px;> | ||
+ | ===Naming Formats=== | ||
+ | As 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''''' | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Name !! What it does | ||
+ | |- | ||
+ | | Wisdom || - Diff | ||
+ | |- | ||
+ | | Boon || + Dice | ||
+ | |- | ||
+ | | Bane || - dice for opponent | ||
+ | |- | ||
+ | | Fools || + diff for opponent | ||
+ | |} | ||
+ | |||
+ | * The name of the stat affected by the alchemy or enchantment will be in the name of the rite. | ||
+ | * The level at which you have purchased the rite will not change. | ||
+ | ** Example: ''Occult Wisdom Charm will be minus diff to the Occult ability.'' | ||
+ | * If there are special circumstances surrounding your rite, it will be a +note on you | ||
+ | ** Example: ''Lower level because it can only be used by a certain person.'' | ||
+ | |||
+ | 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> | ||
==Spirit Awakening== | ==Spirit Awakening== | ||
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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}} | ||
− | = | + | =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. | ||
+ | |||
+ | ==Entrap Ephemera (Thaumaturgy path: Spirit Manipulation 4)== | ||
+ | * Guide to the Camarilla 107 | ||
+ | * Requires relevant Lore (+rules magical items) | ||
+ | * Creation: Willpower vs 7, must get at least as many successes as the level of the item to be created | ||
+ | ** Botching this roll reduces permanent Willpower by 1 (VtM 178) | ||
+ | * Activation: Willpower vs (item's level + 3) | ||
+ | ** Botching this roll destroys the fetish and releases an angry spirit | ||
+ | |||
+ | ==Enchant Talisman (level 5 Thaumaturgy ritual)== | ||
+ | * Guide to the Camarilla 113-114 | ||
+ | * Requires 6 hours and 1 blood point per night for 1 month, starting and ending on the [http://www.moongiant.com/calendar/ new moon] | ||
+ | * Roll Intelligence + Occult vs 8 four times and accumulate at least 20 successes | ||
+ | |||
+ | ==Splinter Servant (level 4 Thaumaturgy ritual)== | ||
+ | * Guide to the Camarilla 113 | ||
+ | * Roll Intelligence + Occult vs 7 | ||
+ | * Requires (12 - successes) hours to cast | ||
+ | * Once released, lasts for (5 * successes) turns | ||
+ | |||
+ | ==Bind the Familiar (level 3 Thaumaturgy ritual)== | ||
+ | * Players Guide to Low Clans 171 | ||
+ | * Preparation starts at dusk and runs past midnight | ||
+ | * Spend 5 blood, roll Intelligence + Occult vs (4 + intended level of familiar) | ||
+ | ** Botch = spirit is likely to possess or attack you; fail = just waste blood and time | ||
+ | * Must be fed (level) blood per week, otherwise it dies within a night | ||
+ | ** House rule: This comes out of your '+rules dailies' supply unless you make other arrangements | ||
+ | * House rule: Familiar's 'level' in canon is also its level for '+rules magical items' purposes, overriding the normal house rule for rituals that create items | ||
+ | * House rule: Stats are per [[Character Generation/Mage Familiars]] | ||
+ | ** As per Bind the Familiar ritual only animal Familiars are available. | ||
+ | ** Bind the Familiar is based on Tremere's past history as mages | ||
+ | ** Weekly blood cost is same as a mage familiar's weekly Quint cost (and vitae is canonically Tass with heavy resonance) | ||
+ | |||
+ | ==Chanjelin Ward (Mytherceria 4)== | ||
+ | * Guide to the Sabbat 106 | ||
+ | * Roll Intelligence + Security vs (inanimate object: 7; living subject: subject's Willpower + 2) | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | =Werewolf= | ||
+ | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} | ||
+ | ==Fetishes== | ||
+ | Hammer and Klaive chapter 2 (pages 41-59) | ||
+ | |||
+ | ''For a more detailed step by step walk through of how to make Fetishes and Talens, please see the [[Garou_Creating_Magical_Items|Garou Creating Magical Items Wiki Page]].'' | ||
− | + | Note: Some rites ''do not'' use the usual dice pool for their type (WtA 155, "Rites Chart" at upper right) | |
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− | + | ===Step 1: Decide what your fetish will do=== | |
− | * | + | * Must be in a book or emulate a power from a book |
− | * | + | * Level 1 to 5 (H+K 46-47) |
− | * | + | * Gnosis 4 to 8 (H+K 46) |
− | * | + | ** House rule: Fetish emulating a gift generally has Gnosis = (gift level + 3) |
+ | ** House rule: Fetish emulating a charm can have any level, spirit's relevant pool to activate the charm equals 2 * level | ||
+ | ** House rule: Cannot emulate a Rite. | ||
− | == | + | ===Step 2: Optional modifiers to Rite of the Fetish difficulty=== |
− | + | {| class="wikitable" | |
− | {| class="wikitable | + | ! Activity !! Dice Roll|| Difficulty Modifier || Notes |
− | ! | ||
|- | |- | ||
− | | | + | | Research || Mentor or Kinfolk vs 8, or Allies or Contacts vs 9 (requires justification) || -1 per success || Takes one week per die rolled (you can choose to roll only part of your pool) |
|- | |- | ||
− | | | + | | Rite of Cleansing || Charisma + Rituals vs 7 (6 if performed at dawn) (WtA 157) || -1 per success over the fetish's level |
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|- | |- | ||
− | | | + | | ''Rite of Desecration'' || Charisma + Rituals vs 7 (6 if performed at nightfall) || -1 per success over the fetish's level || BSD's only can learn and use this Rite. It is the opposite of Rite of Cleansing. |
|} | |} | ||
− | |||
− | + | ===Step 3: Decide what type of spirit to summon (WtA 298-301, Axis Mundi)=== | |
− | * | + | * Some optional modifiers depend on the spirit's Willpower |
+ | * Cite the book and page number to staff, not just the name of the type | ||
+ | ** Some options are listed with their stats here: [[Spirits]] | ||
+ | ** There is a long list of [[Spirits_by_type|Spirits]] listed by type, but their individual stats are not. Book References are listed. | ||
− | + | ===Step 4: Perform Rite of Summoning (WtA 161)=== | |
− | * | + | * Pierce or enter the Gauntlet (generally handwaved) |
− | * | + | * Summon a spirit (generally handwaved that you spend a couple hours working on it; roll your Gnosis, difficulty = 3) |
− | ** | + | ** If you get less than 3 successes, the spirit is initially hostile (+1 difficulty to Rite of the Fetish) |
− | * | + | * Having another PC perform this rite is OK (you can also learn it from them with either XP or time spent, see [[XP_Chart#Shifter]]) |
− | |||
− | |||
− | |||
+ | ===Step 5: More optional modifiers to Rite of the Fetish difficulty=== | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! | + | ! Activity !! Dice Roll|| Difficulty Modifier || Notes |
+ | |- | ||
+ | | Call to Duty gift (WtA 140) || Charisma + Leadership vs spirit's Willpower || -1 || Requires spending 2 Gnosis or knowing a specific spirit's name | ||
+ | |- | ||
+ | | Clever persuasion || Charisma + (Expression or Performance or Leadership) vs spirit's Willpower || -1 if you get at least as many successes as the fetish level | ||
+ | |- | ||
+ | | Spend ''permanent'' Gnosis || || -2 per dot spent | ||
|- | |- | ||
− | | | + | | Taboo || || -1 to -3 |
|- | |- | ||
− | | | + | | Direct threat || || Up to -4 ''or'' automatic failure |
|- | |- | ||
− | | | + | | Indirect threat || (Charisma or Manipulation) + Intimidation vs spirit's Willpower || -1 |
|- | |- | ||
− | | | + | | Activated using Willpower instead of Gnosis || || +2 || Allows fetish to be used by characters without Gnosis, e.g. kinfolk |
|- | |- | ||
− | | | + | | Assistants above minimum || || -1 per 5 || |
+ | * WtA 155, can't reduce difficulty below 3 | ||
+ | * WtA 155, 160: mystic rites are usually performed alone, most others require two assistants | ||
+ | * House rule: only PCs with Rituals >= rite level count toward the bonus | ||
|} | |} | ||
− | == | + | ===Step 6: Perform Rite of the Fetish (WtA 161)=== |
− | + | * Wits + Rituals vs 10 (taking any optional modifiers into account) | |
− | * | ||
− | |||
− | + | ===Using a fetish (WtA 240-241)=== | |
− | + | <div style="float: right; margin: 10px; padding: 10px; width: 200px; background-color: #D2B48C"> | |
− | * | + | Fetishes from Werewolf: the Wild West may be allowed at renown crew's discretion. |
− | * | + | </div> |
+ | * Attunement is generally handwaved | ||
+ | * Counts as dedicated without using up a Rite of Talisman Dedication slot | ||
+ | * Activation: Roll your Gnosis (difficulty = fetish's Gnosis), or spend a Gnosis | ||
− | + | ===Multiple spirits per fetish (H+K 57)=== | |
+ | * Black Furies can perform Rite of Summoning multiple times, or use Call of Duty to attract multiple spirits | ||
+ | * Glass Walkers can perform Rite of Summoning multiple times | ||
+ | * Grand klaives and other fetishes with multiple effects (any tribe can attempt this): | ||
+ | ** Perform Rite of the Fetish an additional time for the additional effect; if it fails, stop and try again later | ||
+ | ** Roll the fetish's old Gnosis vs (new level * 2) | ||
+ | *** Success = existing spirit(s) get angry; fetish ruined, ritualist takes 1 (potentially soakable) agg per success | ||
+ | *** Number of dice can be reduced using same methods as reducing difficulty of Rite of the Fetish | ||
− | == | + | ==Talens== |
− | + | * Same as fetishes, except Rite of the Fetish is replaced with Rite of Binding (WtA 160) | |
+ | ** Spend 1 or more Gnosis | ||
+ | ** Roll Willpower vs (spirit's Gnosis - amount of Gnosis spent) | ||
+ | *** -1 if creator has created that type of talen before and performs [[Mystic_Rites#Level_Two|Renewing the Talen]] | ||
+ | *** House rule: Optional modifiers to Rite of the Fetish may also be applied to Rite of Binding | ||
+ | *** House rule: If level is not stated, use Gnosis - 3 (for things like Rite of Cleansing bonus); this also means that a talen emulating a gift will generally be Gnosis (gift level + 3) | ||
+ | ** 1 talen per success, plus 2 to 3 more if a greater spirit is bound | ||
− | + | ==Rite of the Pain Dagger (Ratkin 70-71)== | |
− | + | * Limited to Ratkin Warriors | |
− | + | * Spend 2 Gnosis | |
− | + | * Roll Intelligence + Enigmas vs (local Gauntlet) to summon a spirit | |
− | + | * Roll Wits + Rituals vs 7 to bind the spirit | |
− | + | * Blade does Strength + 3 damage, agg to anyone except its owner | |
− | + | ** Costs a Gnosis each time it's unsheathed (unless you've run out, in which case it doesn't do agg that time) | |
− | + | * May include one or more charms as listed in the book | |
− | + | ** Each one increases the item's level by its Power/Essence cost | |
− | + | ** Can only be used once each time it's drawn | |
− | + | {{collapse bottom}} | |
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=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 | ||
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Revision as of 19:40, 14 September 2024
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.
WE WILL NOT ACCEPT COPY/PASTE OR LOGS OF ROLLS
YOU MUST DECLARE ALL SPENDS, LOCATIONS (IF APPLICABLE), +EQUIP USED /AHEAD/ OF ALL ROLLS
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
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. Dice PoolsFor use of Treasures, the dice roll for the Art within it is the same as a normal Art roll. An Art's normal dice roll is (Art level) + (relevant realm level), full details in Arts page on wiki. Drafted HRs for treasures under staff review currently (September 2024):
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.#184-186 Only Nockers and Boggans have access to this art.
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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) |
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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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)
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Werewolf
FetishesHammer and Klaive chapter 2 (pages 41-59) For a more detailed step by step walk through of how to make Fetishes and Talens, please see the Garou Creating Magical Items Wiki Page. 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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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 |