Empathic Bonds

From LSWiki

(Difference between revisions)
Jump to: navigation, search
Revision as of 10:42, 3 March 2011 (edit)
Kaballah (Talk | contribs)
(Breaking a Bond)
← Previous diff
Revision as of 19:44, 28 May 2011 (edit)
Colorin (Talk | contribs)
(Bond Strength)
Next diff →
Line 27: Line 27:
50% to 59% : resilient 50% to 59% : resilient
60% to 69% : deep 60% to 69% : deep
- 70% to 79% : deep indeed+ 70% to 79% : very deep
80% to 89% : intimate 80% to 89% : intimate
90% to 99% : nearing completion 90% to 99% : nearing completion

Revision as of 19:44, 28 May 2011

Contents

Empathic Bonds

Bonding to a familiar is handled through this faculty, this means it can work independently of guild and associations (somewhat like Wild Talents)

Bonds are no longer dependent on skills or stats. They build up like a skill, starting at 0 and ending at 100. Your skills/stats affect how quickly the bond builds. Bonding can do many things: give you limbs, chakras, maneuvers, organs, change your combat rating weights, and all sorts of other craziness.

There are no help files whatsoever, you can however think about my ability to form empathic bonds

The text of the ingame Empathic Bonds Book is probably worth reading.

Familiars

List of Familiars

Forming a Bond

To fulfill an unused bond, you must find a suitable creature and: concentrate on forming an empathic bond with <creature> via <means>.

You may size up a potential bond-mate with: imagine forming an empathic bond with <creature> via <means>, rather than concentrating on it.

Breaking a Bond

When a bond with a familiar is broken, the familiar always dies, and the Spiritual disjunction effect is applied for some length of time as well as one or more mental illnesses. The duration of the spiritual disjunction effect is inversely scaled to the strength of the bond; i.e. if the bond is completed (maximum) then the duration will be shortest. The severity and number of mental illnesses is also inversely scaled with the strength of the bond, although the duration has been said to be permanent. The mental disorders can be cured by a Cleric's Cure Permanent Madness spell, or by other means (e.g. a golden unicorn horn).

Bond Strength

0% to 10% : very frail
11% to 19% : somewhat frail
20% to 29% : fairly healthy
30% to 39% : very healthy
40% to 49% : robust
50% to 59% : resilient
60% to 69% : deep
70% to 79% : very deep
80% to 89% : intimate
90% to 99% : nearing completion
100% : Completed


Check this for the new bond strength scale measure. See change #4842

Charms

Charms are arcane feats accomplished by simple mental acts. Some of them are quite simple like calling your familiar to your side, others may involve esoteric feats of mind and magic.

Here are some of the shared charms, some familiars have unique charms, here is the full list of Empatic Bond Charms

Basic Charms

Social Charms

Auras

The consort is not the only one that benefits from the bond. Every familiar has an aura which strengthens them in various ways.

Methods of Obtaining an Empathic Bond

Guilds

Zetesai

Verynvelyrae

The Coven

Equites Serpentina

Shemsu Sutekh

Travelers

Use of Fey Abilities

For races that have the Fey Abilities faculty, there is a chance that the character can develop the capacity for forming a form of empathic bond (presumably more limited than that given to guilds centered around empathic bonds). This appears to be random, similar to how wild talents can be obtained.

Associations

None yet known

Personal tools