[AUTOPASS] [PACKET] Geomancy line items
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Hey my fellow nerds!
So it did not don on me at the time, that when I removed a ton of the custom content level 5 strands does… pretty much nothing. It’s a super expensive way to activate fetishes.
So! With no further drama! I, Will Lee, propose the following line item edits in the current Geomancy packet! This has the chance to auto pass, but historically with Geomancy? Who knows!
From! (Page 12)
Few things are beyond knowing or mastering for a caster with this ability. They excel at nearly all actions they take as if they knew everything that was going to happen before it occurs.
System: Hand of Fate costs one temporary willpower in addition to the normal cost of blood magic. Within the next scene, or hour, the Geomancer will automatically succeed a single activat ion challenge for an item created with their Geomancy. This power may only be used once per scene, and the item still requires the normal activation costs associated with it.
To!
Few things are beyond knowing or mastering for a caster with this ability. They excel at nearly all actions, and understand the connection between beings and their items of power.
System: Hand of Fate costs one temporary willpower in addition to the normal cost of blood magic. This challenge is against an item itself, one the caster can either see, or see the connection from (via powers such as Thaum Sight). The static is a willpower challenge against the crafts rating (minimum of three). If successful, the item loses its connection to its owner for a scene or hour. This can include items such as stone of the true form, and so on. The caster either loses the benefit (in the instance of items such as spirit thaum), or is unable to activate them during this window. Wards may burn them, fetishes may betray them, and so on. Fate is a fickle monster. Storytellers are the ultimate deciders of what can and can’t be severed by the Hand of Fate.
Will Lee
Ravnos Coord