Revision as of 19:26, 11 April 2019 by imported>WhoopingCrane
Basics
- Enchantment by itself doesn't do anything, only its rituals do.
- Roll: Intelligence + (Occult or Science) vs (3 + level)
- Modifiers: -1 difficulty for Enchantments that have been mastered (we interpret this as "paid the ritual's freebie or XP cost a second time")
- Duration of casting: 1-3 days per level of the Enchantment (we base this on number of successes), plus the time to craft the item
- '+rules magical items' also limits how many items you can create per month
- Extended rolls not allowed
- Duration of effect: Varies by item
- Rituals (besides creating items): Eldritch Mark (1), Enhance Craftsmanship (2)
Aspects
Instead of aspects, this Path gives access to certain types of rituals at each level.
Emulating the powers of other supernaturals:
- We interpret that level 3 Enchantment rituals can emulate level 1 powers, 4 can emulate 2 (as in canon), 5 can emulate 3, 6 can emulate 4.
- Requires sufficient Lore for the relevant type of supernatural.
- Cannot emulate mage powers, they're too broad and often require the mage to get multiple successes.
Similarly, for '+rules magical items' purposes, an item's level is 2 less than the level of the Enchantment ritual that created it (minimum 1).
Items that reduce the difficulty of a significant ability (e.g. combat, Occult, Rituals, Awareness):
- -1 diff requires level 2
- -2 diff requires level 3
- Reduce required level by 1 if it's limited to a subset of rolls (e.g. one numina, one type of ritual, level 1-2 rituals)
- Reduce required level by 1 if it requires spending a Willpower per use
Note that using a magical item does trigger Awareness checks.
At staff discretion, an Enchantment ritual may also be able to emulate a merit or counteract a flaw of equal level.
Enchantment
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Minor items that have a very limited utility and very limited effects that will never be seen as magical by any who don't know what to look for. They might add one (or, less frequently, two) dots to an Attribute or Ability, grant a bonus to an attack or skill (never more than a +1) or some other boon.
- Item giving +2 Arcane while in a crowd.
- Gun giving -1 diff to all aimed shots with it (or alternatively all unaimed shots with it).
- Item giving restful sleep regardless of state of mind or intoxication (counteracts Nightmares flaw).
- Item giving +2 Perception (one scene per day) for seeing distant things or noticing movement.
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A more powerful version of a Talisman that could be previously made (adding +2 to an Ability or Attribute or +2 to some task), or a Talisman capable of changing reality in some subtle but more noticeable or magical fashion.
- Item giving +3 soak (once) vs lethal damage from a bullet.
- Bullets (1 per success on the ritual) giving +2 damage.
- Item giving +2 Dancing while worn visibly.
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These items perform functions that are obviously magical to those looking for such things and that will be considered very weird by those who aren't.
- Item doubling running speed while evading pursuit.
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Talismans of this power can defy reality to a large degree, as long as they work within certain restrictions. They can increase Attributes and Abilities past normal human maximums, duplicate low-level supernatural abilities (no more than the second dot of Disciplines, Gifts, etc.) and otherwise work wonders.
- Item countering other sorcery (three times per day, each success on the ritual counters one die).
- Weapon doing aggravated damage to Risen wraiths and lethal to others (if wielder can see them).
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Items made with this level of skill are almost mythic; their powers are sometimes subtle, sometimes blatant and always unpredictable. When they work, they can perform minor miracles.
- Weapon always aiming for target's heart (Strength + 5 lethal, can be thrown) when used in anger.
- Item giving Strength 5 (always) and bonuses equivalent to Potence 3 (once per day per success on the ritual).
- Item allowing user to consult with a long-dead wizard (only during new moon, costs a pint of blood, increasingly difficult Willpower roll to prevent it from crumbling).
- Armor converting 4 dice of lethal per turn to bashing (eventually falls apart).
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Talismans of this potency are more rumor and myth than they are quantifiable fact. If items of this power still exist or anyone can still make them, they would be capable of feats that would be impressive even to the most powerful sorcerer.
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