Difference between revisions of "XerExaltedLite/Enchanting"
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== Enchanting == | == Enchanting == | ||
− | *[[XerExaltedLite | + | *[[XerExaltedLite/Craft]] - Back to Craft |
− | *[[XerExaltedLite | + | *[[XerExaltedLite/Artificing]] - See Artificing |
− | *[[XerExaltedLite | + | *[[XerExaltedLite/Geomancy]] - See Geomancy |
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Enchanting is used to create sub-Artifact level effects. They are typically quite minor. Like the Minor Geomancy rules, Enchantment works by considering zero-level and negative effects resulting from Quality. | Enchanting is used to create sub-Artifact level effects. They are typically quite minor. Like the Minor Geomancy rules, Enchantment works by considering zero-level and negative effects resulting from Quality. | ||
− | Enchantment going into the construction of weapons or armor generally represents a resource cost increase - the requirement that a certain effectiveness of armor or weaponry requires some measure of enchantment varies wildly. As a rule, however, many such rituals are performed on Resource <B>• | + | Enchantment going into the construction of weapons or armor generally represents a resource cost increase - the requirement that a certain effectiveness of armor or weaponry requires some measure of enchantment varies wildly. As a rule, however, many such rituals are performed on Resource <B>•</B><B>•</B><B>•</B><B>•</B> and <B>•</B><B>•</B><B>•</B><B>•</B><B>•</B> items merely out of practicality. |
Enchantments affecting the quality of other items can provide +1-+3 dice to a roll, depending on the effective Quality rolled during the Research, Design and Construction Phases. '-2' provides a +1 die bonus, '-1' provides a +2 die bonus, and 'Zero' provides a +3 die bonus. Anything better is generally considered an Artifact. These rolls more accurately represent quality items in general, though they will raise the Quality requirement of some rolls. | Enchantments affecting the quality of other items can provide +1-+3 dice to a roll, depending on the effective Quality rolled during the Research, Design and Construction Phases. '-2' provides a +1 die bonus, '-1' provides a +2 die bonus, and 'Zero' provides a +3 die bonus. Anything better is generally considered an Artifact. These rolls more accurately represent quality items in general, though they will raise the Quality requirement of some rolls. | ||
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Talismans deserve a bit of a special note, as they aren't based on dice. These effects are not cumulative with minor Geomantic effects upon a region or household. Evaluating the potency and effect of a Talisman is a difficulty 1 Intelligence + Lore roll, or a difficulty 3 Wits + Lore roll. | Talismans deserve a bit of a special note, as they aren't based on dice. These effects are not cumulative with minor Geomantic effects upon a region or household. Evaluating the potency and effect of a Talisman is a difficulty 1 Intelligence + Lore roll, or a difficulty 3 Wits + Lore roll. | ||
− | <B>Charms Against Disease: | + | <B>Charms Against Disease:</B> Disease Charms are rare because they are a bit more difficult to enchant than others. |
− | * <B>-1: | + | * <B>-1:</B> This level of quality produces a talisman which reduces the effective Virulence and Morbidity of diseases that would take her by one (to a minimum of one). |
− | * <B>Zero: | + | * <B>Zero:</B> This level of quality on a talisman reduces the Virulence and Morbidity of diseases affecting the wearer by two (to a minimum of zero). |
− | <B>Good Luck Charms and Walkaways: | + | <B>Good Luck Charms and Walkaways:</B> |
− | * <B>-2: | + | * <B>-2:</B> Negate one botch per Story, negate one health level of damage from a lethal or maiming wound per Story. |
− | * <B>-1: | + | * <B>-1:</B> Negate two botches per Story, negate two health levels of damage from a lethal or maiming wound per Story. |
− | * <B>Zero: | + | * <B>Zero:</B> Negate three botches per Story, negate three health levels of damage from a lethal or maiming wound per Story. |
− | <B>Warding Talismans: | + | <B>Warding Talismans:</B> Wards against the Exalted, Incarna, Deathlords and Primordials (including Yozis and Malfeans) are much less potent. These are Zero-rated items that only inflict a +1 difficulty penalty to rolls against the bearer. Only a specific type of Exalted may be warded against. In any case, these beings can still tell if someone is so warded, and may react accordingly, if they care. |
− | * <B>-2: | + | * <B>-2:</B> Add one to the difficulty of the Warded subject's rolls to affect the bearer. |
− | * <B>-1: | + | * <B>-1:</B> Add two to the difficulty of the Warded subject's rolls to affect the bearer. |
− | * <B>Zero: | + | * <B>Zero:</B> Add three to the difficulty of the Warded subject's rolls to affect the bearer. |
== Comments == | == Comments == |
Latest revision as of 04:52, 9 June 2010
Enchanting
- XerExaltedLite/Craft - Back to Craft
- XerExaltedLite/Artificing - See Artificing
- XerExaltedLite/Geomancy - See Geomancy
Enchanting is used to create sub-Artifact level effects. They are typically quite minor. Like the Minor Geomancy rules, Enchantment works by considering zero-level and negative effects resulting from Quality.
Enchantment going into the construction of weapons or armor generally represents a resource cost increase - the requirement that a certain effectiveness of armor or weaponry requires some measure of enchantment varies wildly. As a rule, however, many such rituals are performed on Resource •••• and ••••• items merely out of practicality.
Enchantments affecting the quality of other items can provide +1-+3 dice to a roll, depending on the effective Quality rolled during the Research, Design and Construction Phases. '-2' provides a +1 die bonus, '-1' provides a +2 die bonus, and 'Zero' provides a +3 die bonus. Anything better is generally considered an Artifact. These rolls more accurately represent quality items in general, though they will raise the Quality requirement of some rolls.
Talismans
Talismans deserve a bit of a special note, as they aren't based on dice. These effects are not cumulative with minor Geomantic effects upon a region or household. Evaluating the potency and effect of a Talisman is a difficulty 1 Intelligence + Lore roll, or a difficulty 3 Wits + Lore roll.
Charms Against Disease: Disease Charms are rare because they are a bit more difficult to enchant than others.
- -1: This level of quality produces a talisman which reduces the effective Virulence and Morbidity of diseases that would take her by one (to a minimum of one).
- Zero: This level of quality on a talisman reduces the Virulence and Morbidity of diseases affecting the wearer by two (to a minimum of zero).
Good Luck Charms and Walkaways:
- -2: Negate one botch per Story, negate one health level of damage from a lethal or maiming wound per Story.
- -1: Negate two botches per Story, negate two health levels of damage from a lethal or maiming wound per Story.
- Zero: Negate three botches per Story, negate three health levels of damage from a lethal or maiming wound per Story.
Warding Talismans: Wards against the Exalted, Incarna, Deathlords and Primordials (including Yozis and Malfeans) are much less potent. These are Zero-rated items that only inflict a +1 difficulty penalty to rolls against the bearer. Only a specific type of Exalted may be warded against. In any case, these beings can still tell if someone is so warded, and may react accordingly, if they care.
- -2: Add one to the difficulty of the Warded subject's rolls to affect the bearer.
- -1: Add two to the difficulty of the Warded subject's rolls to affect the bearer.
- Zero: Add three to the difficulty of the Warded subject's rolls to affect the bearer.