Proposed Edge: Talisman

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Do the GMs approve?

Approved (All Approved House Rules Are Subject to Play Pesting)
5
71%
Approved (For Limited Play Testing Only, Approval Required for Each Character)
0
No votes
Needs Work
0
No votes
Disapproved
0
No votes
Abstain
2
29%
 
Total votes: 7

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Proposed Edge: Talisman

Post by High Command »

Talisman
Requirements: Veteran, Arcane Background (Any but Weird Science), Smarts d8+, Repair d8+, Arcane Skill d8+, Knowledge (Arcane) d6+, Knowledge (Artisan) d6+
Making minor enchanted items is a time honored tradition of experienced magic users in the Palladium World and Rifts Earth. These minor magic items can handle nearly any situation. Once per game session, a Talisman crafter can create a minor magic item, or talisman. The talisman functions just like a Weird Science device, and uses any power available to the crafter (though this is still subject to Rank restrictions). It has half the crafter’s PPE, and once these are used up, the talisman burns out and does not recharge. The crafter must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the talisman.
  • Note: A crafting knowledge would be something like Smithing, Gemology, Sculpting, or Woodcarving
New Skill:
Knowledge (Artisan) (Sm):
  • The general knowledge of, and competency with, all forms of the traditional crafting arts. From making chainmail to setting and cutting gems, to working with clay to sculpt items (and making metal and ceramic forms of those sculpts). This is generally used by traditional craftsmen and artisans.
Out with the Old
Talisman
Requirements: Veteran, Arcane Background (Any but Weird Science), Smarts d8+, Repair d8+, Arcane Skill d8+, at least two other crafting Knowledge skills at d6+
Making minor enchanted items is a time honored tradition of experienced magic users in the Palladium World and Rifts Earth. These minor magic items can handle nearly any situation. Once per game session, a Talisman crafter can create a minor magic item, or talisman. The talisman functions just like a Weird Science device, and uses any power available to the crafter (though this is still subject to Rank restrictions). It has half the crafter’s PPE, and once these are used up, the talisman burns out and does not recharge. The crafter must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the talisman.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Proposed Edge: Talisman

Post by Freemage »

Some clarification on "Crafting Knowledges" would be good, I think. Players looking at this should know if this means they should be taking Knowledge: Arcana or Knowledge: Blacksmithing....
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Serival Drumm, 24th COT
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Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
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Re: Proposed Edge: Talisman

Post by Ndreare »

Where is the poll for me to vote approved on?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Proposed Edge: Talisman

Post by Ndreare »

Freemage wrote:Some clarification on "Crafting Knowledges" would be good, I think. Players looking at this should know if this means they should be taking Knowledge: Arcana or Knowledge: Blacksmithing....
Perhaps it would be better to say requires knowledge Arcana and one other crafting skill related to the nature of the talisman. Example of your crafting a sword it's blacksmithing if you're crafting an amulet it would be carving sculpting or gilding
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Proposed Edge: Talisman

Post by Pender Lumkiss »

Kn arcana and kn engineering maybe?
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Re: Proposed Edge: Talisman

Post by Ndreare »

I know the original is two knowledge science skills.
But for an Enchanter I think the knowledge Arcana is essential. For the second knowledge, I can see almost any as long as it is related to what you are making.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Proposed Edge: Talisman

Post by High Command »

And this is why there is not a poll yet :P

Revision:

Talisman
Requirements: Veteran, Arcane Background (Any but Weird Science), Smarts d8+, Repair d8+, Arcane Skill d8+, Knowledge (Arcane) d6+, one other crafting Knowledge skill at d6+
Making minor enchanted items is a time honored tradition of experienced magic users in the Palladium World and Rifts Earth. These minor magic items can handle nearly any situation. Once per game session, a Talisman crafter can create a minor magic item, or talisman. The talisman functions just like a Weird Science device, and uses any power available to the crafter (though this is still subject to Rank restrictions). It has half the crafter’s PPE, and once these are used up, the talisman burns out and does not recharge. The crafter must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the talisman.

Note: A crafting knowledge would be something like Smithing, Gemology, Sculpting, or Woodcarving
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Proposed Edge: Talisman

Post by Pender Lumkiss »

All those crafting skills are too narrow. They would normally be defined by a defining interest.

Could engineering if interpreted broadly and with an eye half closed be used for all of the examples?
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Re: Proposed Edge: Talisman

Post by Hans Greuber »

Pender Lumkiss wrote:All those crafting skills are too narrow. They would normally be defined by a defining interest.

Could engineering if interpreted broadly and with an eye half closed be used for all of the examples?
or Knowledge: Science?
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
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Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
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      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
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    • Fatigue: 0
      Wounds: 0
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      Wounds: 0
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Re: Proposed Edge: Talisman

Post by Freemage »

I think my preference for this is a d6 in Knowledge: Engineering and a d6 in either Knowledge: Arcana or Knowledge: Science.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Proposed Edge: Talisman

Post by Pender Lumkiss »

Either of those would be fine, I would like to avoid adding in more knowledges especially if they are so specific.
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Re: Proposed Edge: Talisman

Post by Ndreare »

Knowledge Arcana should totally be required.

Seems like everyone else likes Knowledge Engineering so let's make those to the requirements.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Proposed Edge: Talisman

Post by Corrigon »

could the knowledge engineering be provided by another character when creating items though? The mage enchants an item made to their specifications by say an operator?
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Re: Proposed Edge: Talisman

Post by Ndreare »

Corrigon wrote:could the knowledge engineering be provided by another character when creating items though? The mage enchants an item made to their specifications by say an operator?
That would be cool. Like in Wheel of Time book 10, when Parin performed the Crafting and the Ashaman performed the imbuing with power.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Re: Proposed Edge: Talisman

Post by High Command »

Knowledge (Engineering): The mechanical aspects of machines, as well as the nature and elements of physical structures, fall under this skill.

Knowledge (Science): A broad-based knowledge of physics, chemistry, and related disciplines can be valuable in many situations.

Please explain to me what either of those has to do with sculpting, crafting gems into aesthetically pleasing settings, or creating weapons by traditional forging methods? I could see a stretch for Engineering and weapons - maybe

Here's the skill from Shaintar:
Knowledge (“X” Craft): Applies to the creation of special items that can be magically enchanted. The most appropriate versions are Gem Craft; Armor Craft (metal); Weapon Craft (metal); Wood Craft (staves, bows included; involves Everwood, too); Silver Craft (as applies to both silver and White Silver)

The concept here is the mage is imbuing as a part of the creation. But if you wanted to let another player help with creation, sure I guess I could see it. but it doesn't change that the character needs to know how the item is made to create minor magical items.
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Re: Proposed Edge: Talisman

Post by Venatus Vinco »

RFT wrote:
Corrigon wrote:could the knowledge engineering be provided by another character when creating items though? The mage enchants an item made to their specifications by say an operator?
That would be cool. Like in Wheel of Time book 10, when Parin performed the Crafting and the Ashaman performed the imbuing with power.
I think this would be a co-operative roll/task using the rules for the same. So a competent engineer/blacksmith could assist the mage using those rules...not sure if I would work it in reverse where the mage can enchant as a part of a cooperative roll with a crafter (blacksmith, engineer, etc.).
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Re: Proposed Edge: Talisman

Post by Pender Lumkiss »

High Command wrote:Knowledge (Engineering): The mechanical aspects of machines, as well as the nature and elements of physical structures, fall under this skill.

Knowledge (Science): A broad-based knowledge of physics, chemistry, and related disciplines can be valuable in many situations.

Please explain to me what either of those has to do with sculpting, crafting gems into aesthetically pleasing settings, or creating weapons by traditional forging methods? I could see a stretch for Engineering and weapons - maybe

Here's the skill from Shaintar:
Knowledge (“X” Craft): Applies to the creation of special items that can be magically enchanted. The most appropriate versions are Gem Craft; Armor Craft (metal); Weapon Craft (metal); Wood Craft (staves, bows included; involves Everwood, too); Silver Craft (as applies to both silver and White Silver)

The concept here is the mage is imbuing as a part of the creation. But if you wanted to let another player help with creation, sure I guess I could see it. but it doesn't change that the character needs to know how the item is made to create minor magical items.
Hey there HC, you said it your self engineering is about the nature and elements of physical structures. I am pretty sure gems and swords and armor are physical. I totally get the idea to bring in more skills, heck I just about went down this road with kn demolitions, but honestly SW does not need a lot of skills. Find the broad kn skill that you can fit all your crafting knowledges into. I totally get that some settings need a bit more than others, but I would think given SRs broad based on skills you could fit in any of your kn crafting. Obviously if that does not work for you, do it whatever way you want.
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Re: Proposed Edge: Talisman

Post by High Command »

The description of the skills seems very science, not fantasy to me. What about a single Knowledge (Crafting) skill?

Knowledge (Crafting) The general knowledge of, and competency with, all forms of the traditional crafting arts. From making chainmail to setting and cutting gems, to working with clay to sculpt items (and making metal and ceramic forms of those sculpts. This is generally used by traditional craftsmen.
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Re: Proposed Edge: Talisman

Post by Ndreare »

High Command wrote:The description of the skills seems very science, not fantasy to me. What about a single Knowledge (Crafting) skill?

Knowledge (Crafting) The general knowledge of, and competency with, all forms of the traditional crafting arts. From making chainmail to setting and cutting gems, to working with clay to sculpt items (and making metal and ceramic forms of those sculpts. This is generally used by traditional craftsmen.
Sounds good to me. And much more fitting for a mage than Engineering and Science skills.
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,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Proposed Edge: Talisman

Post by Freemage »

I mainly proposed K: Engineering to prevent skill proliferation (which some have already complained about in SR). That said, a broad-based Knowledge: Crafting or Knowledge: Artisan skill seems like a solid compromise.
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Re: Proposed Edge: Talisman

Post by Hans Greuber »

Freemage wrote:I mainly proposed K: Engineering to prevent skill proliferation (which some have already complained about in SR). That said, a broad-based Knowledge: Crafting or Knowledge: Artisan skill seems like a solid compromise.
Maybe use the Repair skill to cover the hands-on skill
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Re: Proposed Edge: Talisman

Post by High Command »

Yeah, repair is in there already. But doing the hands on work doesn't help without the eye for it

I like Knowledge (Artisan). We'll need to add that to the House Rules, but it's really just a description and a skill. Nothing major. Any edits needed?

Knowledge (Artisan):
The general knowledge of, and competency with, all forms of the traditional crafting arts. From making chainmail to setting and cutting gems, to working with clay to sculpt items (and making metal and ceramic forms of those sculpts). This is generally used by traditional craftsmen and artisans.
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Re: Proposed Edge: Talisman

Post by High Command »

Made the above change to the edge. Any votes?
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