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Revision as of 20:39, 28 February 2010
Favored by the Monks of the Crystal Hand, the prism is a divination tool used by Moon Mages. As the prism spins on its chain, the mage interprets the patterns of colors and fractures to determine what the future holds. It is fitting that a group devoted to perfection and the identification of personal flaws would excel at predicting what is to come by studying how such colors and fractures echo from the hidden flaws of the crystal.
Properties
- Availability: Leth Deriel.
- Visual: No visible indication for alignment or skill understanding. Age is indicated in the passage of real life time.
- Durability: Average
- Bond Rate: High
- Power Precision: Very high
- Duration Precision: Average
- Sect Affinity: Monks of the Crystal Hand
- Currently cannot be used to predict on others.
Use
For general information on how predictions work see the Prediction article.
Like all prediction tools, before use the seer must know the ALIGN ability (learnable at 4th circle) and have made a successful observation. Furthermore, before the first use, the prism must be RUBbed to bond it to the user. Before each use the prism must be TURNed to wind the chain. Syntax is to ALIGN <skill/skill set>, and then to RAISE the prism. Prisms may not be used to predict on others.
Example
- Raising it to catch the available light, you release the prism, allowing it to spin freely from the chain. You focus your sight on the prism as it spins, casting light violet tinged light as it moves in a small, uneven spiral then cracks into a random series of fractures. As the sapphire prism swings to a halt you notice the cracks go smooth and feel a fleeting moment of joy.
Interpretation
- The color of the light indicates the magnitude of the prediction; violet being the weakest and red the strongest according to the rainbow.
- The size of the spirals indicate the duration of the prediction.
- The pattern of cracks indicate the skill.
- Joy indicates a positive prediction, sadness a negative one. "Rapture" indicate a critical success, which will improve the tool quality (and is always a positive prediction).
- Any additional messages have to do with quality changes.
So the example given is a very weak, very short, positive prediction on an unknown skill.
Qualities
When LOOKed at prisms have six qualities. Qualities are listed from best to worst. As with all tools each message indicates a range. Italics indicate a potential starting value when purchased.
Age
Age | Real Life |
---|---|
Quite new | >=0 days |
Rather new | >12.5 days |
Somewhat new | >25 days |
Slightly used | >50 days |
Worn | >75 days |
Well-worn | >200 days |
Rather old | >250 days |
Quite Used | ~1.5 years |
Weakened | ~3 years |
Ready to break | ~4 years |
Practically an antique | ~5 years |
Centering
perfectly balanced
almost perfectly balanced
well balanced
well centered
centered
slight off-center
off-center
somewhat unbalanced
crooked
terribly crooked
Swing Accuracy
have an excellent chance to
have a very good chance to
have a good chance to
have a decent chance to
have a promising chance to
have a fair chance to
might have a little trouble
may have some difficulty
will find it hard to
have little chance
probably cannot
Clarity
perfectly clear
exceptionally clear
extremely clear
unusually clear
impressively clear
clear
barely occluded
slightly occluded
very cloudy
barely translucent
almost opaque
Color Accuracy
have an excellent chance to
have a very good chance to
have a good chance to
have a decent chance to
have a promising chance to
have a fair chance to
might have a little trouble
may have some difficulty
will find it hard to
have little chance
probably cannot
Imperfections
very easy
quite easy
easy
relatively simple
rather simple
simple
slightly difficult
moderately difficult
rather hard
very hard
almost impossible
Explanation
Age indicates the real life time since the tool was first bonded, and is not related to breakage rates or uses (which is possibly tracked as a hidden value). Centering modifies duration and Clarity magnitude, with swing and color accuracies modifying the chance of misreading of each of these respectively. Imperfections modify the chance of hitting the correct skill. There are no visible indicators for how likely you are to understand the skill or for polarity of the predictions.
Messages
Color (Power)
Color | Bonus |
---|---|
Light violet | >=0 |
Violet | >15 |
Blue-violet | >30 |
Blue | >45 |
Green-blue | >60 |
Green | >80 |
Yellow-green | >100 |
Yellow | >115 |
Orange-yellow | >130 |
Orange | >155 |
Red-orange | >170 |
Red | >180 |
Dark Red | >190 |
Note: Light violet and violet data is very mixed. Moreso then misreads should account for.--Mozzik 06:27, 28 February 2010 (UTC)
Spiral (Duration)
Color | Minutes |
---|---|
Tight | >0 |
Small, uneven | >10 |
Uneven | >30 |
Oval | >50 |
Wide oval | >70 |
Wide | >85 |
Wide, sweeping | >95 |
Magic Skills
Skill | Cracks |
---|---|
Primary Magic | Few spiraling |
Harness | Several spiraling |
Power Perception | Handful of spiraling |
Magical Devices | Many spiraling |
Targeted Magic | Countless spiraling |
Lore Skills
Skill | Cracks |
---|---|
Appraisal | Many twisting |
Mechanical Lore | Several twisting |
Scholarship | Some twisting |
Teaching | Some large |
Percussion | Few miniscule |
Strings | Several miniscule |
Vocals | Countless miniscule |
Winds | Many miniscule |
Animal Lore | Handful of large |
Astrology | Countless large |
Defensive Skills
Skill | Cracks |
---|---|
Bone | Hollow pattern of irregular |
Cloth | Trace of irregular |
Heavy Chain | Several irregular |
Heavy Plate | Countless irregular |
Leather | Forming a lattice pattern |
Light Chain | Few irregular |
Light Plate | Many irregular |
Multi Opponent | Many circular |
Parry | Several circular |
Shield Usage | Few circular |
Survival Skills
Skill | Cracks |
---|---|
Climbing | Several scattered |
Disarm Trap | Many wide |
Escaping | Few long |
Evasion | Few thick |
First Aid | Some long |
Foraging | Few broad |
Hiding | Countless thick |
Lockpicking | Few wide |
Perception | Several thick |
Skinning | Several broad |
Stalking | Many thick |
Stealing | Handful of thick |
Swimming | Many broad |
Offense Skills
Skill | Cracks |
---|---|
Light Edge | Few thin |
Medium Edge | Several thin |
Heavy Edge | Many thin |
Twohanded Edge | Countless thin |
Light Blunt | Few slanted |
Medium Blunt | Several slanted |
Heavy Blunt | Many slanted |
Twohanded Blunt | Countless slanted |
Slings | Few barely noticeable |
Staff Sling | Several barely noticeable |
Short Bow | Many barely noticeable |
Long Bow | Countless barely noticeable |
Composite Bow | Handful of barely noticeable |
Light Crossbow | Few fractures of varying width |
Heavy Crossbow | Several fractures of varying |
Short Staff | Few hairline |
Quarter Staff | Several hairline |
Pikes | Many hairline |
Halberds | Countless hairline |
Light Thrown | Few jagged |
Heavy Thrown | Several jagged |
Brawling | Many jagged |
Offhand Weapon | Two distinct clusters of circular |
Special
- Rapture - Appears in place of the emotion. Critical success, improves all physical qualities.
- The crystal seems clearer than before, as if some imperfection has faded with the fractures. - Improvement to one quality.
- As the cracks disappear, you notice that some of the previous fractures fade as well, leaving the prism in better condition. - Improvement to one quality.
- You notice the crystal clouds slightly after the cracks disappear leaving an imperfection in the crystal's structure. - Damage to one quality.
- You notice that a few small cracks still remain. - Damage to one quality.
- As the sapphire prism swings to a halt you lose your grip and drop it to the ground/floor. - Fumble, damages all physical qualities. Make sure to pick it up!
- Suddenly the chain snaps causing the prism to crack and split into many pieces!
Notes
- RP verbs that can be used with prisms: BREAK (Destroys the prism), COUGH, EAT, FIDGET, GASP, HUG, PEER, POKE, PUSH, SMILE.
- RP verbs that only work or message differently for Monks: CLEAN, CLENCH, KISS, TAP."Moon mage" is not in the list (None, Bard, Barbarian, Cleric, Empath, Moon Mage, Necromancer, Paladin, Ranger, Thief, ...) of allowed values for the "Guild association is" property.