Empathic Bonds

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=== Breaking a Bond === === 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 illness|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 [[Devonshire Cleric|Cleric's]] Cure Permanent Madness spell, or by other means (e.g. a golden [[unicorn horn]] or an experienced [[POEE]] character]).+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 illness|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 [[Devonshire Cleric|Cleric's]] Cure Permanent Madness spell, or by other means (e.g. a golden [[unicorn horn]], or an experienced [[POEE]] character], or [[Phyrra]]).
=== Bond Strength === === Bond Strength ===

Revision as of 07:36, 1 December 2015

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, or an experienced POEE character], or Phyrra).

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

Bond Spec Access

Note this is only to be used as reference, it is assuming you have a Max Bond and have not exceeded the Bond's maximum specialty access yet.

Bond Specialty Access (Max Base)

Show changes 5505, 6002 (most important one) and 6003 for further detail on how this impacts Bonds.

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.

This scale will show how good you are at performing each charm. Basically, the more intense, the better. Each charm has its own skills it uses for strength, and will also benefit almost universally from bond strength.

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

The Coven

Equites Serpentina

Ringwielders

Shemsu Sutekh

Travelers

Zetesai

Verynvelyrae

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, one that is more limited than that given to guilds centered around empathic bonds. This appears to be random, similar to how wild talents can be obtained.

An example of a fey bond popping follows:

   You stare intently at the brown male sparrow, guiding your mind into the special 
state necessary to forging a magickal bond, and feel the magickal resonance fall 
into place, linking you.

   As you complete your bond with the brown male sparrow, you feel your psyche reel,
as though it has hit its target so squarely that it has gone *through* it, and 
now sees and desires something deeper.

   You sense a new emotional need opening up within you -- an incompleteness you 
never fully grasped, the need for a true soulmate of some kind -- along with the
desire and ability to fulfill that need and to complete yourself.

Fey Bonds are limited to 20% of the strength of a full bond type. Any boons granted past the 20% strength will be unattainable. Usually this includes limb acquisition and most traits. Change 4832 describes this in detail, as provided below:


/------------------------------------------- System Change 4842 -------------------------------------------\
|     Summary  empathic bonds charm rating revisions                                                       |
|      Number  4842                                                                                        |
|        Type  content revision                                                                            |
|          By  Twilight                                                                                    |
|        When  Nov 18 2010 10:47 AM                                                                        |
| Description  1) the effective strength of your bond now matter for your ability to use the charms        |
|              granted by the bond.  the effective strength is the strength multiplied by the charm        |
|              factor of the bond type (i.e. 1.0 for vv/zet/etc., 0.2 for fey bonds).  the effective bond  |
|              strength puts a drag on the rating, making it harder t(but not impossible) to get high      |
|              ratings.  for example at 20% effective bond strength, a certain amount of your rating       |
|              w(depending on the minimum rating threshold) will be multiplied by 0.44.  2) the eye glow   |
|              that happens when you use a charm is now more intense the higher your rating is relative    |
|              to the max rating, so there is a mechanism that lets you know how good approximately how    |
|              good you are.                                                                               |
|      Reason  necessary for balance, and also makes sense.  and also wanted a feedback mechanism for      |
|              players to see how good they were at charms, given that there are no help files.            |
|      Result  lets me do a number of things, like shift some charms to be earlier for some bonds now      |
|              that i don't have to worry about fey bonds getting as crazy.  also, i expect that a lot of  |
|              the math in particular charms will ahve to be refigured because of this                     |
|    Projects  Empathic Bonds                                                                              |
|  Importance  Rated 2.3, closer to limited than moderate, by three raters, spread 2-3                     |
|       Value  Rated 4.3, closer to good than great, by three raters, spread 4-5                           |
|     Version  not updated                                                                                 |
\----------------------------------------------------------------------------------------------------------/
/---------------------------- System Change 6002 -----------------------------\
|     Summary  empathic bonds specialty bonuses removed, replaced with skill  |
|              bonuses                                                        |
|      Number  6002                                                           |
|        Type  content revision                                               |
|          By  Twilight                                                       |
|        When  Mar 7 2015 12:10 AM                                            |
| Description  empathic bonds will no longer give specialty bonuses.  they    |
|              will now give skill bonuses that depend on the level of        |
|              specialty *access* (regardless of whether or not you've        |
|              invested in the specialty) you get from bonds.  the math,      |
|              subject to change, is: starting at access of 4, you get +20    |
|              to the skill, a flat bonus that goes up to +75 at access       |
|              level 15.  for access level 16, you get an additional bonus    |
|              equal to 10% of your base skill.  so if you have level 16      |
|              access from bonds to jumping and 40 base jumping skill,        |
|              you'll get +75 from the first 15 points of access, and +4      |
|              from the 10% you get at level 16.  every point of access       |
|              above 16 gives you another 2% of base bonus on top of the      |
|              10%.  if a skill was formerly marked as "do not get specialty  |
|              bonuses from this", as were all magickal skills from bonds,    |
|              you won't get any skill bonuses.  if a skill was formerly      |
|              marked as "you get half the normal specialty bonuses from      |
|              this", your specialty degree for purposes of calculating       |
|              bonuses is halved.  please reread this paragraph a couple of   |
|              times and experiment a bit before you ask questions about it.  |
|      Result  bonds are now considerably worse at helping you with           |
|              *breadth*.  they no longer provide specialty bonuses that      |
|              soak up requirements of other affiliations.  so they no        |
|              longer help you bypass specialty requirements elsewhere.       |
|              however, they help you considerably more with *depth*.  if     |
|              you really invest in a bond and get crazy levels of specialty  |
|              access from it, *and* invest heavily in the corresponding      |
|              skill, you will now get very significant skill bonuses in      |
|              proportion to your investment.                                 |
|    Projects  Empathic Bonds                                                 |
|  Importance  Rated 4.8, closer to extreme than major, by four raters,       |
|              spread 4-5                                                     |
|       Value  Rated 4.8, closer to great than good, by four raters, spread   |
|              4-5                                                            |
|     Version  world revision incremented to Lost Souls 0.9.65                |
\-----------------------------------------------------------------------------/

Shit for bonds

Associations

None yet known

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