Difference between revisions of "Charms & Gadgets"
(Creating houserule / clarifying the process for consumable magical item crafting by Mages) |
(No difference)
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Latest revision as of 23:44, 28 February 2018
Notes:
- Charms and gadgets are batch processes, at 2x Arete per batch.
- The wonder level is set per the highest sphere in the effect (so a Forces 3 Prime 2 'bomb' would be a level 3 wonder)
- This is separate from Trinkets, which will be discussed in a separate houserule
Step 1: Foundation (mundane crafting)
Pay close attention to the following questions and make sure they're well-answered in your creation job.
- What are you creating?
- How are you creating it?
- How will you use it once it’s done?
Rolls: (Possibly extended) appropriate attribute + ability roll(s). Different foundations may require more rolls or more successes, at ST judgement.
Step 2: Energy Infusing
Effect: Prime 2 with appropriate energy or Prime 3 with any energy. Note that inert quintessence or quintessence that has been cleansed of its resonance cannot be 'appropriate' energy - it has to be positively aligned, not simply neutral.
Successes: base = wonder level X 3
Quintessence required (houserule): 1 quintessence per item in batch; effect cannot require expenditure of multiple quintessence (beyond the purview of charms and gadgets).
Step 2.5: Purification (Optional)
A series of Prime 2 effects can 'purify' the energized foundation to be ready for the effect to be invested into it. Each successful effect reduces the difficulty on the ultimate investment rolls by one, to a maximum of -3 discount/a minimum difficulty of 3.
Step 3: Investment
Effect: Prime 2 or 3 (see Step 2 for requirements) plus all spheres in the effect - essentially casting the effect at the wonder
Successes: base = wonder level X 3
- One Arete roll per hour
- Failure ends the process and ruins or disperses the quintessence, but not the foundation; must start again with fresh quintessence.
- Botch is a disaster, the foundation, quintessence, and maybe the workspace/mage are destroyed
Use:
- Charms do not have Arete (houserule).
- The user of the Charm rolls a relevant Attribute + Ability as defined in the finished Charm (alternate abilities may apply at an increased difficulty); no partial successes, just straight success/fail/botch. (houserule)
- Charms may be activated by spending a WP for auto-success. A willpower spend is required for sleeper use.
- Paradox from the casting of the effect becomes the user's problem (the mage who made them takes dox for creation as usual). This is managed with the +jnote/quantity and +jnote/spend functions for non-Mages.