Essence traits

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(Extra Essence)
(Marked Essence Reserve)
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The above table gives the character more regular Essence, by affecting the Essence calculation formula, making his Psyche (Y) or Faith (F) or both count as 1 or even 2 points higher.
The above table gives the character more regular Essence, by affecting the Essence calculation formula, making his Psyche (Y) or Faith (F) or both count as 1 or even 2 points higher.
=== Marked Essence Reserve ===
=== Marked Essence Reserve ===
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This section gives the character extra Essence, which he may use on a particular activity. The amount is a percentage of his regular Essence. Use the final value of regular Essence, rounding down to the nearest 0.1, then take the percentage of that, and round that value down to the nearest 0.1.
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This section gives the character extra Essence, which he may use on a particular activity. The amount is a percentage of his regular Essence. Use the final value of regular Essence, rounding down to the nearest 0.1, then take the percentage of that, and round that value down to the nearest 0.1. This section deals with Essence marked for item creation.
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==== Marked Essence Reserve for Items ====
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This section is for Item Creation Reserves only, e.g. for Artificing, Charm-Making, and so forth.
{|class=3ct
{|class=3ct
! Advantage !! Cost !! Notes
! Advantage !! Cost !! Notes
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| Charm-Making Reserve I ||  DP ||
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| Charm-Making Reserve II ||  DP ||
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The character can still also spend his regular Essence on that activity, but it is always wiser to spend the Marked Essence first. (Non-Marked Essence is more flexible, and also Non-Marked Essence acts as a buffer against Essence loss from Death Touches and from magical Fumbles; if the character is subject to such a thing, and he has only 0.1 regular Essence left, he dies, even if he has plenty of Marked Essence left (with two exceptions; see below)).
The character can still also spend his regular Essence on that activity, but it is always wiser to spend the Marked Essence first. (Non-Marked Essence is more flexible, and also Non-Marked Essence acts as a buffer against Essence loss from Death Touches and from magical Fumbles; if the character is subject to such a thing, and he has only 0.1 regular Essence left, he dies, even if he has plenty of Marked Essence left (with two exceptions; see below)).
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==== Marked Essence Reserve for other things ====
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{|class=3ct
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! Advantage !! Cost !! Notes
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|-
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| Wight Reserve I || 7 DP ||rowspan=2| 33% or 67% Essence Reserve that can only be spent on Animating Wights and Wight Lords.
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|-
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| Wight Reserve II || 20 DP
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|-
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| Wraith Reserve I || 7 DP ||rowspan=2| 33% or 67% Essence Reserve that can only be spent on Summoning Wraiths and Wraith Lords.
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|-
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| Wraith Reserve II || 20 DP ||
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|-
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| Undead Minion Reserve I || 10 DP ||
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|-
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|  ||  DP ||
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|-
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|  ||  DP ||
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|-
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|  ||  DP ||
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|-
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|  ||  DP ||
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|-
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|  ||  DP ||
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|-
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|  ||  DP ||
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|  ||  DP ||
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=== Essence Buffer ===
=== Essence Buffer ===
This works much like (Ear-)Marked Essence, except that the character cannot voluntarily choose to spend it. Instead when the character is subject to the [[Undead Minion|Death Touch]] of a Wraith or Wraith Lord, or when the character suffers a Spellcasting or Endowing skill roll Fumble, the Essence is drained from the buffer instead of from the character's regular Essence (i.e. the Essence he can spend on nifty things).
This works much like (Ear-)Marked Essence, except that the character cannot voluntarily choose to spend it. Instead when the character is subject to the [[Undead Minion|Death Touch]] of a Wraith or Wraith Lord, or when the character suffers a Spellcasting or Endowing skill roll Fumble, the Essence is drained from the buffer instead of from the character's regular Essence (i.e. the Essence he can spend on nifty things).

Revision as of 17:15, 29 July 2010

This article contains a variety of Advantages and DisAdvantages that affects the amount of Essence that the character has, in various ways.

Contents

More Essence

This is a list of Advantages that give the character extra Essence in various ways, but note that no character can have more than one of the traits from the below tables.

Extra Essence

Advantage Cost Notes
Extra Essence (Y) I 6 DP The character's Psyche counts as 1 or 2 higher (depending on grade) only for the purpose of calculating Esence
Extra Essence (Y) II 30 DP
Extra Essence (F) I 6 DP The character's Faith counts as 1 or 2 higher only for the purpose of calculating Esence
Extra Essence (F) II 30 DP
Extra Essence (Y & F) I 20 DP The character's Psyche and Faith counts as 1 or 2 higher, only for the purpose of calculating Essence
Extra Essence (Y & F) II 120 DP

The above table gives the character more regular Essence, by affecting the Essence calculation formula, making his Psyche (Y) or Faith (F) or both count as 1 or even 2 points higher.

Marked Essence Reserve

This section gives the character extra Essence, which he may use on a particular activity. The amount is a percentage of his regular Essence. Use the final value of regular Essence, rounding down to the nearest 0.1, then take the percentage of that, and round that value down to the nearest 0.1. This section deals with Essence marked for item creation.

Marked Essence Reserve for Items

This section is for Item Creation Reserves only, e.g. for Artificing, Charm-Making, and so forth.

Advantage Cost Notes
Charm-Making Reserve I DP
Charm-Making Reserve II DP
DP
DP
DP
DP
DP
DP
DP
DP
DP
DP

The character can still also spend his regular Essence on that activity, but it is always wiser to spend the Marked Essence first. (Non-Marked Essence is more flexible, and also Non-Marked Essence acts as a buffer against Essence loss from Death Touches and from magical Fumbles; if the character is subject to such a thing, and he has only 0.1 regular Essence left, he dies, even if he has plenty of Marked Essence left (with two exceptions; see below)).

Marked Essence Reserve for other things

Advantage Cost Notes
Wight Reserve I 7 DP 33% or 67% Essence Reserve that can only be spent on Animating Wights and Wight Lords.
Wight Reserve II 20 DP
Wraith Reserve I 7 DP 33% or 67% Essence Reserve that can only be spent on Summoning Wraiths and Wraith Lords.
Wraith Reserve II 20 DP
Undead Minion Reserve I 10 DP
DP
DP
DP
DP
DP
DP
DP
DP
DP

Essence Buffer

This works much like (Ear-)Marked Essence, except that the character cannot voluntarily choose to spend it. Instead when the character is subject to the Death Touch of a Wraith or Wraith Lord, or when the character suffers a Spellcasting or Endowing skill roll Fumble, the Essence is drained from the buffer instead of from the character's regular Essence (i.e. the Essence he can spend on nifty things).

Advantage Cost Notes
Death Touch Buffer I DP 25% or 50% Essence Buffer against Death Touches (i.e. from Wraiths and Wraith Lords).
Death Touch Buffer II DP
Fumble Buffer I DP 25% or 50% Essence Buffer against Spellcasting and Endowing Fumbles.
Fumble Buffer II DP

If a character's Essence Buffer cannot accomodate the full drain, it is drained to 0.0 (this does not kill the character!) and the reaminder is drained from the character's regular Essence (if this drops the character's regular Essence to 0.0 then he does die!). Once the Essence Buffer has been drained, it can be forgotten about; it cannot be refilled.

Advice

Please note

See also

Essence Mage Factor


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