[BYLAW REVISION] [AUTOPASS] (Lantla's/Tiamat's) Enchantment. V2

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Proposal Type: Bylaw Revision
Opened: 16-May-2024 12:00AM EDT
Closing: 16-May-2024 12:00AM EDT


Pursuant to bylaw C. iii. Genre Coordinators must pass before Council any plot, R&U bylaw revision, R&U named characters, Coordinator-NPC Character Resurrections, territory requests, in character enforced policy, or in character binding edict they wish to use which they can reasonably expect to affect multiple chronicles and these proposals need not be seconded, but go immediately into discussion. I, Johnny Russell, as Ventrue Coordinator, propose the following character by-law revision. 
 
This has the potential to autopass. by-law after -------------------------------------------
Controlled Items
 
10. CONTROLLED ITEMS 
 
    M. VAMPIRE CONTROLLED ITEMS
 
          Viii. Powers 
 
               86. Discipline Path of Enchantment - PC: Disallowed - NPC: Disallowed - Coordinator: Ventrue
 
No Legacy. - The reason for no Legacy is that this shouldn't really exist. 
 
 
((Here is the power that is listed in the custom content directory that I am trying to regulate.))
 
Custom Content Category: Discipline
XP Cost: 0XP
MET Mechanics:
Tiamats Paths of Enchantment
 
Enchantment
Enchantment - the vocation of crafting (minor) magical talismans - is an art for the patient and those whose talents are not limited to the cerebral. Not only must the enchanter spend days or weeks tending the furnaces, etching the sigils, tying the catgut with the sacred knots, she must also construct the original item to be enchanted. Only a vampire with such intimate knowledge of an object can hope to imbue it with magic.
 
While the vampire is crafting the talisman, she may set any special restrictions or rules (such as “only works for women” or “activates when the user says “Alcatraz”) she wants upon it, so long as the rules do not increase the power of the talisman beyond her level of understanding. Such conditions add to the complexity of the enchantment and take longer to craft.
Enchantment's associated Ability is Crafts. And use Mental Traits.
 
An enchantment always begins with the construction of the object to be enchanted. This may be played out, relegated to a series of Crafts challenges or handled in downtime. The better constructed an object is, the more potent enchantment it can accept, so most enchanters put great time and effort into the initial crafting.
 
Once the object to be enchanted is completed, the actual enchantment is a ritual that takes a week per level of Enchantment. If the enchanter is kept away from his project for more than a few hours at a time, the enchantment fails. All enchantments cost one Willpower Trait per level of enchantment upon completion of the enchantment, whether successful or not. The first time a sorcerer successfully crafts an enchantment, the process has a difficulty one Trait higher than usual. Like Alchemy, Enchantment can be a very costly process calling for rare substances and expensive equipment. The Storyteller may require that an enchanter dedicate one or two Resources Traits to materials and laboratory upkeep, or that he put some effort into obtaining the requisite parts for his bizarre devices.
 
A personal item may have 1 effect from this discipline and must be crafted to a rating equal to the level of the power used. If the item is made for another they must submerge the item in their blood which it drinks and they must expend a willpower to attune the item to them within 24 hours of the item's creation. Once attuned the item is a permanent sympathetic link until destroyed and will work for no other.
 
A trap may have a maximum number of effects equal to the character’s dots in the generation background or half the crafter’s craft rating in trapmaking, whichever is greater. All uses and items made or altered via this path are at ST discretion.
 
All Costs are out of Clan, as it is only taught by Lantla/Tiamat, thus Coord approval, only.
 
•Vulcan’s Anvil
The enchanter can create a simple talisman that can give 1 bonus something ie: 1 retest, 1 health level, 1 named trait etc. These will refresh the next night if used or in the case of traits when lost. Costs 1 willpower and 1 week to make. (4 xp)
 
••Wayland’s Hammer
The enchanter can make a lesser talisman that can give 2 bonus something ie: 2 retest, 2 health level, 2 named trait etc. These will refresh the next night if used or in the case of traits when lost. Costs 2 willpower and 2 weeks to make. (4 xp)
 
•••Gibil’s Fire
The enchanter can create a moderate talisman that can give 3 bonus something ie: 3 retest, 3 health level, 3 named trait etc. These will refresh the next night if used or in the case of traits when lost. Costs 3 willpower and 3 weeks to make. (7 xp)
 
••••Gobannus’ Will
The enchanter can create a greater talisman that allows their user to surpass human abilities. Such talismans can imbue an item or trap with a Basic discipline effect equivalent to a discipline you possess and will be fueled in a similar fashion once activated by a willpower for a scene. Costs 4 willpower and 1 month to make. (7 xp)
 
•••••Lothar-wa-Khasis’ Blessing
At this level the enchanter can do formidable crafting. The enchanter can imbue an item or trap with a Intermediate discipline effect equivalent to a discipline you possess, will be fueled in a similar fashion once activated by a willpower for a scene. Costs 5 willpower and 1.5 months to make. (10 xp)
 
Date of Archival: 05-Apr-2023
Ventue))
 
 
Thank you
Johnny Russell 
Ventrue Coordinator 

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