Verb:IMPRINT: Difference between revisions
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m (→Usage: Legibility. I realize that it was a direct copy/paste from Konacon's post, but that Spell Research bullet was just hard to parse.) |
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*There is a base 10% chance to succeed no matter your training. |
*There is a base 10% chance to succeed no matter your training. |
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*Every 5 points of influence bonus gives 1% more chance. |
*Every 5 points of influence bonus gives 1% more chance. |
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*Spell research past 1.5x |
*Spell research past 1.5x--BUT any ranks over (Level + 1) in each circle aren't counted--gives up to 30% more chance. |
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*Lore ranks past 0.5x in Transformation + Transference + Blessings (Can go up to 4x) gives up to 20% more chance. |
*Lore ranks past 0.5x in Transformation + Transference + Blessings (Can go up to 4x) gives up to 20% more chance. |
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*Physical Fitness and First Aid past 2x (Can go up to 6x) gives up to 15% more chance. |
*Physical Fitness and First Aid past 2x (Can go up to 6x) gives up to 15% more chance. |
Revision as of 09:58, 28 November 2017
This article is a Stub. You can help GSWiki by expanding it. |
Empaths have the ability to IMPRINT their patients with a portion of their presence, allowing the remote TRANSFER of wounds and scars (but not blood loss) provided that the Empath has enough training to normally heal the injury in person. Imprinting may be attempted on anyone who is not an Empath once per hour.
The base version of the ability allows the Empath to imprint only one patient at a time. The maximum number of simultaneous imprints per Empath is (1 + (Mental Lore, Transference Ranks / 40)). Each patient may only be imprinted by one Empath at a time, regardless of training. A patient who is imprinted can still be healed in person by any Empath.
A successful imprint lasts for 30 minutes + (3 seconds per skill bonus in Spiritual Lore, Blessings) and has 3 charges plus extra depending on the success of a healing skill check roll.
Transferring a wound through an imprint costs 10/15/20 stamina per wound rank. If the empath goes into negative stamina while doing this, they will suffer serious physical injuries.
The base version allows remote transfer when the Empath and patient are in the same realm. Mental Lore, Transference unlocks adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks. Remote transfer will not work if the patient is in an area where magic does not work, or in locations where they cannot be magically located. It will also not work if the patient has been in combat of some sort in the last 20 seconds.
Usage
- IMPRINT {character} - attempt to imprint
- IMPRINT STOP - stops an active imprint
- IMPRINT CHECK - used by Empaths to check the health status of currently imprinted patients
- IMPRINT CALL - used by patients to notify the last 20 Empaths that have imprinted or attempted to imprint them that they need assistance
Imprinting costs 2 spirit if it is successful. On failures, it costs no spirit if attempted on a patient with an active transfer effect from being healed in person within the last 10 seconds, otherwise the failure costs 2 spirit. A successful imprint also ends the transfer effect.
The chance of a successful imprint is:
- x is the Empath's level + 1. For example, for a level 19 Empath, x = 20 and 1.5x = 30.
- INF is the Empath's Influence bonus, if it is positive. If the influence bonus is negative there is no penalty.
- Spell Research Ranks is Empath Base + Minor Spirit + Major Spirit, with each circle capped at x
- Lore Ranks is ML:Transformation + ML:Transference + SL:Blessings (can go up to 4x)
- Skill Ranks is Physical Fitness + First Aid (can go up to 6x)
- Each component in the formula only counts if it is positive. For example, lore ranks over 0.5x provide up to a +20% bonus, but if the Empath has under 0.5x lores there is no penalty.
Simpler explanation:
--GM Konacon |