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... Talismans


Mr. R

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Talismans are the other facet of Cleric Alchemy.  These are at best 20 AP BUT have multiple uses OR one use for a long duration (One has a duration of a season)

 

These represent the small holy magic relics that people buy at the temple.

 

As a result I have also made them specific to each deity.  

 

This is one where I really can use some help in fleshing out some options.  For example Orchen (God of fire and Speed) I could not think of anything that wasn't already a potion!  Or am I overthinking this?

 

Anyway, I present... Talismans:

 

Quote

 

Talismans of ALL

Magic: Detect A Single Thing 15-/11- (Unusual Group), Increased Arc Of Perception (240 Degrees), Range (10 Active Points); 4 Continuing Charges lasting 20 Minutes each (Recovers Under Limited Circumstances; -¾), IAF (-½), Extra Time (Full Phase, Only to Activate, -¼), Restrainable (Only by means other than Grabs and Entangles; -¼) [4 cc]

 

 

Talismans of Toubaris (Commerce/Skill/Travel/Honor)

Alarm: Hearing Group Images Increased Size (4" radius; +½), +/-2 to PER Rolls, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (19 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), IAF (-½), 4 Continuing Charges lasting 6 Hours each (Recovers Under Limited Circumstances; -¼), Restrainable (Only by means other than Grabs and Entangles; -¼) [4 cc]

Poison: Detect A Single Thing 18-/14- (Unusual Group), Increased Arc Of Perception (360 Degrees) (11 Active Points); 1 Continuing Charge lasting 5 Minutes (Recovers Under Limited Circumstances; -1 ¾), IAF (-½), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

Cheating: Detect A Single Thing 15-/11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Increased Size (4" radius; +½) (22 Active Points); IIF Fragile (-½), Extra Time (Full Phase, -½), 1 Continuing Fuel Charge lasting 1 Week (Recovers Under Limited Circumstances; -¼), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

Fortuitous Travel: Luck 3d6, 1 Continuing Charge lasting 1 Season (Recovers Under Limited Circumstances; +0) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only to make travel easier; -1), Extra Time (Full Phase, -½), IIF Fragile (-½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

 

 

Talismans ofThemis (Protection/Law/Vengeance)

Bravery: +10 PRE (10 Active Points); 1 Continuing Charge lasting 1 Minute (Recovers Under Limited Circumstances; -2), Limited Power Power loses about half of its effectiveness (Only vs Fear; -1), IAF Fragile (-¾), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼)

Force Field (2 PD/2 ED/2 Mental Defense/2 Power Defense/2 Flash Defense:  Sight Group) (10 Active Points); 1 Continuing Charge lasting 1 Minute (Recovers Under Limited Circumstances; -2), Extra Time (Full Phase, -½), IAF (-½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

 

 

Talismans of Marileea (Plants/Earth/Agriculture/Milestones/Birth/Death)

Crop Blessings: Change Environment 2" radius, Multiple Combat Effects, 1 Continuing Charge lasting 1 Season (Recovers Under Limited Circumstances; +0), MegaScale (1" = 1 km; +¼) (19 Active Points); IAF Immobile Fragile (-1 ¾), Extra Time (Full Phase, -½) [1 cc]

Alarm: Hearing Group Images Increased Size (2" radius; +¼), +/-2 to PER Rolls, 1 Continuing Charge lasting 1 Season (Recovers Under Limited Circumstances; +0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼), MegaScale (1" = 1 km; +¼) (19 Active Points); IAF Immobile Fragile (-1 ¾), Extra Time (1 Turn (Post-Segment 12), -1 ¼) [1 cc]

 

 

Talismans of Readaer(Knowledge/Magic/Healing)

Research: Speed Reading (x10) (4 Active Points); 3 Continuing Charges lasting 6 Hours each (Recovers Under Limited Circumstances; -½), Extra Time (Full Phase, -½), IAF (-½), Restrainable (Only by means other than Grabs and Entangles; -¼)

Protection from Magic: Force Field (3 PD/3 ED/3 Mental Defense/3 Power Defense/3 Flash Defense:  Sight Group) (Protect Carried Items) (25 Active Points); 1 Continuing Charge lasting 1 Minute (Recovers Under Limited Circumstances; -2), IAF (-½), Extra Time (Full Phase, -½), Limited Power Power loses about a third of its effectiveness (Only vs Magical effect; -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

Negate Magic: Dispel 10d6 (30 Active Points); 1 Charge (Recovers Under Limited Circumstances; -3), OAF Fragile (-1 ¼), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1]

Choose Skill: Cramming  (5 Active Points); 1 Continuing Charge lasting 1 Day (Recovers Under Limited Circumstances; -¾), Extra Time (Full Phase, -½), IAF (-½), Restrainable (Only by means other than Grabs and Entangles; -¼)

 

 

Talismans of Kogano (Light/Sun/Heat/Drought)

Light: Sight Group Images Increased Size (4" radius; +½), +/-2 to PER Rolls (24 Active Points); 1 Continuing Charge lasting 6 Hours (Recovers Under Limited Circumstances; -1), OAF (-1), Limited Power Power loses about half of its effectiveness (Only to create Light; -1), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

Warmth: Change Environment 4" radius, +2 Temperature Level Adjustment (18 Active Points); 1 Continuing Charge lasting 6 Hours (Recovers Under Limited Circumstances; -1), IAF (-½), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

 

 

Talismans of Selan(Night Skies/Air/Cold/Darkness/Stars)

Cooling: Change Environment 4" radius, -0 Temperature Level Adjustment (15 Active Points); 1 Continuing Charge lasting 6 Hours (Recovers Under Limited Circumstances; -1), IAF (-½), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

Shadows: Change Environment 4" radius, -3 to Normal Sight PER Rolls (19 Active Points); 1 Continuing Charge lasting 1 Hour (Recovers Under Limited Circumstances; -1 ¼), IAF (-½), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

Path Finding: Detect A Single Thing 17-/13- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (20 Active Points); 1 Continuing Charge lasting 1 Minute (Recovers Under Limited Circumstances; -2), OAF (-1), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

 

 

Talismans of Tolar(Storms/Weather/Water)

Weather: Detect A Single Thing 17-/13- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range (25 Active Points); 1 Continuing Charge lasting 1 Minute (Recovers Under Limited Circumstances; -2), OAF (-1), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

Water: Detect A Single Thing 17-/13- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (20 Active Points); 1 Continuing Charge lasting 1 Minute (Recovers Under Limited Circumstances; -2), OAF (-1), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

 

 

Talismans of Zylan(Disease/Poison/Destruction/Decay)

Vs Disease: Power Defense (10 points) (10 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs Diseases; -1 ½), 1 Continuing Charge lasting 6 Hours (Recovers Under Limited Circumstances; -1), Extra Time (Full Phase, -½), IAF (-½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

Vs Poison: Power Defense (10 points) (10 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs Poisons; -1 ½), 1 Continuing Charge lasting 6 Hours (Recovers Under Limited Circumstances; -1), Extra Time (Full Phase, -½), IAF (-½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

 

 

Talismans of Chast(Luck/Trickery/Chaos)

Luck 2d6 (10 Active Points); 1 Continuing Charge lasting 5 Minutes (Recovers Under Limited Circumstances; -1 ¾), Extra Time (Full Phase, -½), IIF (-¼), Restrainable (Only by means other than Grabs and Entangles; -¼) [1 cc]

 

 

Talismans of Orchen(Fire/Speed)

 

 

Talismans of Bitva(War/Anger/Strength)

Battle: +1 with All Combat (8 Active Points); 1 Continuing Charge lasting 1 Hour (Recovers Under Limited Circumstances; -1 ¼), IAF (-½), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼)

Burst of Strength: Aid 1d6+1 (standard effect: 4 points), Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (16 Active Points); 1 Charge (Recovers Under Limited Circumstances; -3), Extra Time (Full Phase, -½), IAF (-½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1]

Second Wind: Aid  End 1d6+1 (13 Active Points); 1 Charge (Recovers Under Limited Circumstances; -3), IAF (-½), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼) [1]

 

 

Talismans of Olea(Revelry/Freedom/Bards/Travel)

Play instrument/Singing: +3 with any three related Skills (9 Active Points); 1 Continuing Charge lasting 5 Minutes (Recovers Under Limited Circumstances; -1 ¾), IAF (-½), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼)

Brewing Vintner: +3 with any three related Skills (9 Active Points); 1 Continuing Charge lasting 1 Week (Recovers Under Limited Circumstances; -½), IAF (-½), Extra Time (Full Phase, -½), Restrainable (Only by means other than Grabs and Entangles; -¼)

Untying: Change Environment 1" radius, +2 Points of Telekinetic STR (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to untie; -1), 1 Continuing Charge lasting 1 Day (Recovers Under Limited Circumstances; -¾), Extra Time (Full Phase, -½), IIF (-¼) [1 cc]

 

 

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Very interesting.

 

My first thoughts are to make Talismans small rings or crystals that characters look through to Detect objects.

And having a variety of Detects would help groups focus on a quest or help gather materials for a Magic cauldron or …

There seem to be a lot of uses.

 

For a fire god:

I might consider a Talisman that can track footprints from a warm person. For enough coin the Talisman could follow tracks days or even weeks later. Or identify and follow a specific person’s tracks.

Or a Talisman that allows the user to peer into a fire and see the past through the ‘eyes’ of the flames, as long as there are burning logs or warm coals.

 

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18 hours ago, DentArthurDent said:

Very interesting.

 

My first thoughts are to make Talismans small rings or crystals that characters look through to Detect objects.

And having a variety of Detects would help groups focus on a quest or help gather materials for a Magic cauldron or …

There seem to be a lot of uses.

 

For a fire god:

I might consider a Talisman that can track footprints from a warm person. For enough coin the Talisman could follow tracks days or even weeks later. Or identify and follow a specific person’s tracks.

Or a Talisman that allows the user to peer into a fire and see the past through the ‘eyes’ of the flames, as long as there are burning logs or warm coals.

 

I like!

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