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Revision as of 00:55, 12 June 2009

Joyous Mage: Primary Magic
Moneylender: Appraisal
Jester of the Court: Musical Theory (Presplit)
Wounded Veteran: First Aid
Artificer: Mechanical Lore??
Endless Ocean: Swimming
Stellar Stairway: Climbing
River of Aether: Targeted Magic??
The Nimble Dancer: Evasion
Sulking Hunter: Skinning
Thief of Hearts: Disarm Traps??
Runebinder: Astrology

Magic Skills

Skill Card
Primary Magic Joyous Mage
Harness Wellspring
Power Perception River of Aether
Magical Devices Artificer
Targeted Magic Falling Star

Lore Skills

Skill Card
Appraisal Jewel of Night
Mechanical Lore
Scholarship Silver Scroll
Teaching
Percussion
Strings
Vocals
Winds
Animal Lore
Astrology Web of Fate
Empathy
Musical Theory
Trading

Defensive Skills

Skill Card
Bone
Parry
Cloth
Heavy Chain
Heavy Plate
Leather
Light Chain
Light Plate
Shield Usage

Survival Skills

Skill Card
Climbing Stellar Stairway
Disarm Trap Jewel of Night
Escaping Broken Circle
Evasion Nimble Dancer
First Aid Wounded Veteran
Foraging Valley of Mist
Hiding Twilight
Lockpicking Locked Door
Perception Stargazer
Skinning Beast
Stalking Illusion
Stealing Thief of Hearts
Swimming Endless Seas
Backstab
Scouting

Offense Skills

Skill Card
Multi Opponent
Light Edge Thief of Hearts
Medium Edge Burning Forge
Heavy Edge Dwarf
Twohanded Edge World Dragon
Light Blunt
Medium Blunt
Heavy Blunt
Twohanded Blunt
Slings Halfling
Staff Sling Empty Loom
Short Bow
Long Bow
Composite Bow
Light Crossbow
Heavy Crossbow
Short Staff
Quarter Staff
Pikes Wall of Thorns
Halberds Keep
Light Thrown
Heavy Thrown
Brawling Living Statue
Offhand Weapon Beast

The Tokka deck was first introduced as a tool for divination by the Followers of the Fortune's Path sect. The Gypsies' aptitude for this tool might be attributed to their fondness for games of chance. Moon Mages can use these painted cards to predict the future by divining meaning from the placement of each picture. Avatars, Portents, and Taisialaen, or "sky jewels", are dealt into predefined positions known as The Thread, The Path, and The Terminus. Tokka decks are often personalized, and it is uncommon that two would be the same.

Properties

Tokka Cards have not yet been well studied.

  • More control over the style of prediction done compared to other tools.
  • Quite time consuming to predict with compared to other tools (About 30-60 seconds per prediction depending on the DEAL).
  • Generally seem to be an advanced tool.
  • Predicting on others is consentual only, since they need to cut the deck to attune the prediction to them.
  • Unlike most prediction tools, the exact prediction can be seen by everyone in the room.
  • Sect Affinity: Fortune's Path

Use

Like all prediction tools, before use the mage must know the ALIGN ability (learnable at 4th circle) and have made a successful observation. Furthermore, before the first use, the cards must be RUBbed to bond them to the user. Syntax is to ALIGN <skill/skill set>, SHUFFLE the cards, CUT the deck and then DEAL DECK 3, 4, 5 or 6. To predict on someone else CUT the deck at them to allow them to CUT the deck before DEALing. Each card beyond the first three will add a Kismet.

Example

You prepare to deal from your Tokka deck. Envisioning the layout of the Vibrant Cross in your mind, you briefly rest your hand over the place where each position in the spread will lie.
Roundtime: 6 sec.
You pull the first card from your deck with complete confidence, revealing the Spider as a Kismet, but it is inverted!
Roundtime: 2 sec.
(6 second pause after RT)
You strongly turn over the next card, revealing the Crypt as the Thread, but it is inverted!
Roundtime: 2 sec.
(6 second pause after RT)
You draw the next card, playing the Ways as the Path.
Roundtime: 2 sec.
(6 second pause after RT)
You almost drop the last card, dealing the Joyous Mage of Hearts as the Terminus.
The Joyous Mage of Hearts brightens for a moment, as if somehow lit from behind.
Roundtime: 2 sec.
You collect the cards and slide them cautiously back into your Tokka deck.

Interpretation

  1. Kismets (If applicable) act as a modifier to the entire prediction, increasing it's potential but also increasing the risk.
  2. Generally the cards can be divided into positive, neutral, and negative - and their influence in a prediction, particullarly as Kismets, relates to this.
  3. The Thread relates to the magnitude of the prediction. Portents are the most potent here, and Avatars the weakest.
  4. The Path relates to the duration of the prediction. Avatars are the most potent here, and Portents are the weakest.
  5. The Terminus relates to the area of influence. Each card has a one to one relationship to a skill. Note however, that because the make up of decks varies the pool of potential cards for the skill is always the same and is NOT the same as the actual cards in each deck.
  6. The glow or shadow indicates the polarity, and is also where attunement messages would occur.

The exact role of inversion, sorting within area type of card, and reading of the Terminus remain unclear.

This particular prediction was a DEAL 4 ALIGNed to Evasion. The Spider is a negative aspect, but it is inverted and a member of the Taisialaen, and thus should have little impact as a Kismet. The Crypt as the Thread is negative, and inverted, but also a Portent which would indicate strength. The Ways in the path is also neutral, but as a Portent indicates weakness. The meaning of the Joyous Mage of Hearts is unclear as to what skill is being touched on, however the glow indicates a good prediction.

Qualities

When LOOKed at cards have eight qualities. Known qualities are listed from best to worst. Italics indicate a potential starting value when purchased.

Example

You recognize the Tokka deck as a divination tool of the Moon Mages.
Flipping through the cards, you scan the Portents first. The brushwork is somewhat bright, while the lines forming the images are plainly drawn.
Next, you peruse the Avatars. The brushwork is of average clarity, while the lines forming the images are plainly drawn.
Lastly, you browse the Taisialaen. The brushwork is of average clarity, while the lines forming the images are plainly drawn.
Looking at the condition of the cards themselves, you see that they are pristine and have not yet been used. When you tap down the cards in your palm, the edges are slightly out of alignment.

Portents Brushwork

bold and clear
somewhat bright
average clarity
somewhat dim

Portents Lines

easily recognizable
plainly drawn

Avatars Brushwork

bold and clear
somewhat bright
average clarity
somewhat dim

Avatars Lines

easily recognizable
plainly drawn

Taisialaen Brushwork

bold and clear
somewhat bright
average clarity
somewhat dim

Taisialaen Lines

easily recognizable
plainly drawn

Age

Looking at the condition of the cards themselves, you see that they are pristine and have not yet been used
Looking at the condition of the cards themselves, you see that they are still very crisp (1 prediction)
Looking at the condition of the cards themselves, you see that they are fairly crisp (20 predictions)
Looking at the condition of the cards themselves, you see that they have the occasional nick (50 predictions)
Looking at the condition of the cards themselves, you see that they have a few gouges around the edges.
Looking at the condition of the cards themselves, you see that they are starting to become frayed.

Alignment

the edges are fairly square and even
When you tap down the cards in your palm, the edges are roughly square.
the edges are slightly out of alignment

Explanation

The Taisialaen cards depict the constellations, Avatars cards depict people, and Portents depict places and things.

Of the Taisialaen, those symbolizing a god will share the same alignment as their respective gods. (ex. A boar symbolizing Everild is neutral, a wolverine symbolizing Kuniyo is positive, and a centaur symbolizing Trofthfang is negative).

Of Avatars, these cards tend to display various moods. For example, a Woodsman of the Staff may appear injured or happy. These moods will reflect their alignment when drawn. Avatars not displaying a mood is presumed to be neutral.

Of Portents, those that appear to be a boon or otherwise a beneficial thing to have tend to be positive, such as a Gilded Egg. Places and things that appear to be obstacles or otherwise undesirable are negative, such as a Locked Door. All others fall under the neutral category.

Messages

Note: Any card can appear in any position according to GMs, so for now reduced the list down to different ways the draw can happen since it appears the way you draw a card reflects the current progression of the prediction.

Spread

Dome of Fate: Defense?
Fateweaver's Glass: Magic w/6
Pyramid of Awareness: Survival w/3
Scryer's Arch: Lore w/6
Celestial Pillars: Lore w/3
Lunar Circle: Magic w/3
Scythe: Offense w/4, 5, 6
Vibrant Cross: Survival w/6
Staff of the Prophetess: Offense w/3

Inversions

but it is inverted!
It is inverted.
It appears to be inverted.

Kismet

You pull the (first/next) card from your deck with complete confidence, (playing/revealing/dealing) the (card) as a Kismet.
You turn over the (first/next) card without hesitation, (playing/revealing/dealing) the (card) as a Kismet.
You strongly turn over the first card, (playing/revealing/dealing) the (card) as a Kismet.
You smoothly draw the (first/next) card from your deck, (playing/revealing/dealing) the (card) as a Kismet.
You draw the next card, revealing the (card) as a Kismet.

Thread

You strongly turn over the (first/next) card, (playing/revealing/dealing) the (card) as the Thread.
You smoothly draw the (first/next) card from your deck, (playing/revealing/dealing) the (card) as the Thread.
You pause briefly before turning over the next card, (playing/revealing/dealing) the (card) as the Thread.
You uncertainly pull the next card from your deck, (playing/revealing/dealing) the (card) as the Thread.

Path

You pull the next card from your deck with complete confidence, (playing/revealing/dealing) the (card) as the Path.
You strongly turn over the next card, (playing/revealing/dealing) the (card) as the Path.
You smoothly draw the next card from your deck, (playing/revealing/dealing) the (card) as the Path.
You draw the next card, (playing/revealing/dealing) the (card) as the Path.
You pause briefly before turning over the next card, (playing/revealing/dealing) the (card) as the Path.
You uncertainly pull the next card from your deck, (playing/revealing/dealing) the (card) as the Path.
You hesitantly turn over the next card, (playing/revealing/dealing) the (card) as the Path.

Terminus

You pull the last card from your deck with complete confidence, (playing/revealing/dealing) the (card) as the Terminus.
You turn over the last card without hesitation, (playing/revealing/dealing) the (card) as the Terminus.
You strongly turn over the last card, (playing/revealing/dealing) the (card) as the Terminus.
You smoothly draw the last card from your deck, (playing/revealing/dealing) the (card) as the Terminus.
You draw the last card, (playing/revealing/dealing) the (card) as the Terminus.
You pause briefly before turning over the last card, (playing/revealing/dealing) the (card) as the Terminus.
You uncertainly pull the last card from your deck, (playing/revealing/dealing) the (card) as the Terminus.
You hesitantly turn over the last card, (playing/revealing/dealing) the (card) as the Terminus.
You almost drop the last card, (playing/revealing/dealing) the (card) as the Terminus.

Light

The (card) brightens for a moment, as if somehow lit from behind.
The (card) darkens for a moment, as though a shadow had passed over it.

Special

The Thread and the Path glimmer briefly in response.
The (card) flares unexpectedly! The image on the card brightens intensely, suffusing the air with a brilliant white light. As quickly as it came, the light fades, returning the card to its usual hue. - Crit success, improves brushwork (at least).
The cards in play and the Tokka deck itself all flicker like flame in the wind. When they stop, their colors seem somehow more vivid than before.
The cards in play and the Tokka deck itself all flicker like flame in the wind. When they stop, their lines seem to have slightly blurred.
The cards in play and the Tokka deck itself all flicker like flame in the wind. When they stop, their colors seem to have faded.
The cards in play and the Tokka deck itself all flicker like flame in the wind. When they stop, their lines seem somehow sharper than before.
The cards in play and the Tokka deck itself all flicker like flame in the wind. When they stop,their edges appear slightly smoother than before.
The cards in play and the Tokka deck itself all flicker like flame in the wind. When they stop,their edges seem somewhat less even than before.
The (card) abruptly dims! The color seems to drain out of it as it fades to a shade as black as the night. A long moment passes before the card finally flickers and resumes its normal hue.

Cards

The Taisialaen are representations of constellations which correlate to godly avatars, and they are aligned to positive, neutral, or negative depending on the Immortal aspect they represent. Avatars represent people and can be either a profession or a race, and can come with moods, suits, both or neither (listed below) which help indicate whether they are positive, neutral, or negative. Portents are places or things and are positive, neutral or negative depending on what they depict.

Avatar Objects

Races

  • Elothean
  • Elf
  • Dwarf
  • Human
  • Gnome
  • Halfling
  • Prydaen
  • Rakash
  • Kaldar
  • Gor'Tog

Professions

  • Hunter
  • Healer
  • Warrior
  • Artificer
  • Journeyman
  • Enchantress
  • Minstrel
  • Priest
  • Woodsman
  • Apothecary
  • Moneylender
  • Rogue
  • Thief
  • Veteran
  • Jester

Avatar Suits

  • Hearts
  • Court
  • Staves
  • Pins

Avatar Moods

Positive

  • Beaming
  • Grinning
  • Joyous
  • Laughing
  • Cheering
  • Smiling
  • Happy
  • Wealthy

Negative

  • Frowning
  • Crying
  • Weeping
  • Wounded
  • Bleeding
  • Sulking

Portents

Positive

  • Gilded Egg
  • Golden Moon
  • Ivory Shrine
  • Lucky Copper
  • Stellar Stairway
  • Web of Fate
  • Crossroads
  • River of Aether
  • Evergarden
  • Living Statue

Neutral

  • Hourglass
  • Knight
  • Summoning
  • Ways
  • Window
  • World Dragon
  • Endless Seas/Ocean
  • Runebinder
  • Tome of Secrets
  • Keep

Negative

  • Crypt
  • Barrow
  • Falling Star
  • Fissure of Earth
  • Illusion
  • Locked Door
  • Void
  • Beast
  • Valley of Mist

Note: This list does not include custom cards.

It has been mentioned by Diansine that a standard deck has 54 cards, and upwards of 10 could be added beyond that. The exact cards involved are not so important as their general place in the deck.

Custom Cards

Unlike other tools Tokka Cards can be customized slightly - Having new cards introduced to the deck that mimic other cards. Five custom cards were sold with each deck at the Festival of the Gods and more may be available in the future. Lohkrian's demonstrates this:

Before Painting:
G>tap card
You tap a Tokka card that you are holding.
G>l card
You see an unpainted Tokka card.

After Painting:
G>tap card
You tap a Tokka card that you are holding.
G>l card
You see the Defenestrated Student.
G>pull card
You hold up your Tokka card, revealing the Defenestrated Student for everyone to see.

G>combine card with deck
You slide the Tokka card into the middle of your deck and then toss a couple of quick strip shuffles by taking small portions off the bottom of the deck and placing them on the top.
Roundtime: 6 sec.
G>study deck
You can SHUFFLE, CUT, and DEAL this Tokka deck. You can even CUT it at other players. DEAL expects a number between 3 and 6. For example: DEAL DECK 4. You can also use many other verbs on this deck, like PUSH, TOUCH, TURN, and more!

Skimming through the cards, you look to see if any have been added.
You see:
the Defenestrated Student
Roundtime: 5 sec.

These cards may then be selected any time the deck looks for a card with the same properties as the card that was added. For that deck, it is now a valid choice to help describe prediction outcome.

G>turn deck
You flip the deck over and glance down to see the face of the Defenestrated Student. It makes you shiver. You pull the card off the bottom and slip it into the middle of the deck.

Notes

STUDY You can SHUFFLE, CUT, and DEAL this Tokka deck. You can even CUT it at other players. DEAL expects a number between 3 and 6. For example: DEAL DECK 4. You can also use many other verbs on this deck, like PUSH, TOUCH, TURN, and more!

DEAL (without ALIGN first) As you begin turning over the first card, you realize that you are not correctly aligned with fate. Pausing briefly in confusion, you glance down and catch a glimpse of the Unicorn before you can stop yourself. You probably should shuffle the deck again.

SHUFFLE You cautiously spread the deck out before you, sliding the cards around and thoroughly mixing them before carefully collecting them into a pile again.
Roundtime: 5 sec.

CUT You cut the deck for yourself, removing roughly half the cards and placing the remainder on top of them.

PUSH Squeezing the edges of the Tokka deck between your fingers, you send a cascade of cards casually into your other hand.

TURN You flip the deck over and glance down to see the face of the Frowning Woodsman. It makes you shiver. You pull the card off the bottom and slip it into the middle of the deck.

TOUCH You silently rest your hand on top of the Tokka deck, clearing your mind of all other thoughts.

RUB You slide a card off the top of the deck and place it at the bottom.

SHAKE You holds the Tokka deck loosely and shake it up and down, allowing cards to drop out of deck and into your other hand.

KISS You bring the Tokka deck to your lips and kiss the top card for luck. You hope you weren't kissing the Vulture!

TAP You rap the top of the Tokka deck with your knuckles, trying to maintain a mystical air.

THROW In a somewhat questionable move, you throw your your Tokka deck into the air! Cards fly everywhere and slowly flutter to the ground! Realizing the error of your ways, you quickly bend down to pick them all up again.
Roundtime: 15 sec.

RUB You slide a card off the top of the deck and place it at the bottom.
The deck becomes warm under your touch, then grows cool again.
You are struck with the strange, but definite, feeling that the cards in the deck have shifted slightly.

To date two sets of Tokka Cards have been sold at the Festival of the Gods (in prime), one in TF and one in plat. They will soon be available for normal purchase.

Around the time of their general release an IG manual will be published to explain the basic workings of the decks.

Unlike most prediction tools, Tokka cards can be used by non Moon Mages, however they will have no actual predictive qualities when used like this.

Also See

"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.