Apagion (Empathic Bond)
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Revision as of 01:37, 14 May 2012 (edit) Zaylin (Talk | contribs) (imagined) ← Previous diff |
Current revision (07:02, 9 August 2023) (edit) Rebus (Talk | contribs) (Is still a mix of old and new. Fixed a few bits but probably still fairly wrong.) |
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+ | '''Everything here is a bit out of date and a mix of current and previous versions of the apagion.''' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ''You experience feelings of vibrancy, warmth, happiness, and sensitivity.''<br> | ||
+ | ''You experience visions of bright luminescence.''<br>'' | ||
+ | ''You experience astral visions of flows of extropic energy.'' | ||
+ | |||
= Bonding Requirements = | = Bonding Requirements = | ||
You sense an initial eagerness quickly followed by disappointment from the glow, | You sense an initial eagerness quickly followed by disappointment from the glow, | ||
like it was expecting to find an emotional depth to you that isn't there. | like it was expecting to find an emotional depth to you that isn't there. | ||
- | |||
- | == Imagined == | ||
- | |||
- | You experience feelings of vibrancy, warmth, happiness, and sensitivity. | ||
- | |||
- | You experience visions of bright luminescence. | ||
- | |||
- | You experience astral visions of flows of magickal energy. | ||
It is likely that some amount of [[empathy]] is required for bonding this familiar, or possibly [[introspection]] or [[discipline]]. | It is likely that some amount of [[empathy]] is required for bonding this familiar, or possibly [[introspection]] or [[discipline]]. | ||
= Known Abilities = | = Known Abilities = | ||
- | The humble apagion, well-known to the guerilla fighters of the [[ELF Guild|Erisian Liberation Front]], is a small glowing creature composed of pure [[dweomer]]. Although it is not physically powerful or tough, it is hard to hit, extremely resistant to mundane damage, and deals extropy damage in melee. It can fly very quickly and is [[Intangibility|intangible]]. It is ametabolic, and cannot eat or drink. It also emits light. | + | The humble apagion is a small glowing creature composed of pure [[dweomer]]. Although it is not physically powerful or tough, it is hard to hit, extremely resistant to mundane damage, and deals extropy damage in melee. It can fly very quickly and is [[Intangibility|intangible]]. It is ametabolic, and cannot eat or drink. It also emits light. |
The apagion appears to be able to see only by [[paravision]], and thus cannot obtain exploration experience while being carried. | The apagion appears to be able to see only by [[paravision]], and thus cannot obtain exploration experience while being carried. | ||
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A blast of chaos explodes from Aleph's body toward Tessit, but he dodges. | A blast of chaos explodes from Aleph's body toward Tessit, but he dodges. | ||
- | ==Automatic healing effect== | + | ==Energy Renegeration== |
- | You feel the apagion drawing upon your spiritual energy. | + | This appears to begin at Very Healthy. |
- | The apagion pulses brilliantly. | + | While in the presence of the familiar, the consort gains a general regeneration ability that charges spirtual energy, endurance, and chakras at the cost of extropic energy. |
- | Your wounds heal. | + | |
- | + | ||
- | This is a small heal effect that occurs automatically at 30 second intervals, when the Zetesis ''or the apagion'' is injured, and will heal both. | + | |
==Attribute Modifications== | ==Attribute Modifications== | ||
A large bonus to [[Willpower]], [[Charisma]] and [[Perception]], and a moderate bonus to [[Intelligence]]. | A large bonus to [[Willpower]], [[Charisma]] and [[Perception]], and a moderate bonus to [[Intelligence]]. | ||
- | ==Specialty Bonuses== | + | ==Skill Effects== |
+ | {|border="1" cellpadding="10" cellspacing="2" text-align="center" | ||
+ | |- | ||
+ | ! scope="col" style="text-align="center";" | Skill | ||
+ | ! scope="col" style="text-align="center";" | Access | ||
+ | ! scope="col" style="text-align="center";" | Bonus | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #33EE33;" | [[channeling]] | ||
+ | | style="text-align: center;background-color: #33EE33;" | 16 | ||
+ | | style="text-align: center;background-color: #33EE33;" | 75 + 10% base | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #33EE33;" | [[empathy]] | ||
+ | | style="text-align: center;background-color: #33EE33;" | 16 | ||
+ | | style="text-align: center;background-color: #33EE33;" | 75 + 10% base | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #33EE33;" | [[first aid]] | ||
+ | | style="text-align: center;background-color: #33EE33;" | 16 | ||
+ | | style="text-align: center;background-color: #33EE33;" | 75 + 10% base | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #33EE33;" | [[recuperation]] | ||
+ | | style="text-align: center;background-color: #33EE33;" | 16 | ||
+ | | style="text-align: center;background-color: #33EE33;" | 75 + 10% base | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #33EE33;" | [[regeneration]] | ||
+ | | style="text-align: center;background-color: #33EE33;" | 16 | ||
+ | | style="text-align: center;background-color: #33EE33;" | 75 + 10% base | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #00AA00;" | [[diplomacy]] | ||
+ | | style="text-align: center;background-color: #00AA00;" | 12 | ||
+ | | style="text-align: center;background-color: #00AA00;" | 60 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #00AA00;" | [[escape]] | ||
+ | | style="text-align: center;background-color: #00AA00;" | 12 | ||
+ | | style="text-align: center;background-color: #00AA00;" | 60 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #00AA00;" | [[extropy affinity]] | ||
+ | | style="text-align: center;background-color: #00AA00;" | 11 | ||
+ | | style="text-align: center;background-color: #00AA00;" | 55 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | [[exoma fieldcraft]] | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | 9 | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | 45 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | [[imagination]] | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | 8 | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | 40 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | [[fast talk]] | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | 7 | ||
+ | | style="text-align: center;background-color: #BBEEBB;" | 35 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: orange;" | [[subordination]] | ||
+ | | style="text-align: center;background-color: orange;" | 5 | ||
+ | | style="text-align: center;background-color: orange;" | 25 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: orange;" | [[conjuration]] | ||
+ | | style="text-align: center;background-color: orange;" | 4 | ||
+ | | style="text-align: center;background-color: orange;" | 20 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: orange;" | [[elude pursuit]] | ||
+ | | style="text-align: center;background-color: orange;" | 4 | ||
+ | | style="text-align: center;background-color: orange;" | 20 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: orange;" | [[flight]] | ||
+ | | style="text-align: center;background-color: orange;" | 4 | ||
+ | | style="text-align: center;background-color: orange;" | 20 | ||
+ | |- | ||
+ | | style="text-align: center;background-color: orange;" | [[translocation]] | ||
+ | | style="text-align: center;background-color: orange;" | 4 | ||
+ | | style="text-align: center;background-color: orange;" | 20 | ||
+ | |} | ||
- | Bonus specialty degrees and access are provided as follows: | ||
- | ===Tier 1=== | ||
- | *[[Channeling]] | ||
- | *[[Empathy]] | ||
- | *[[First Aid]] | ||
- | *[[Recuperation]] | ||
- | *[[Regeneration]] | ||
- | |||
- | ===Tier 2=== | ||
- | Shortly after bonding: | ||
- | *[[Diplomacy]] | ||
- | *[[Escape]] | ||
- | |||
- | ===Tier 3=== | ||
- | Towards the end of "very frail" bond strength: | ||
- | *[[Thaumaturgy]] | ||
- | *[[Magick Affinity]] | ||
- | |||
- | ===Tier 4=== | ||
- | At the middle of "somewhat frail" bond strength: | ||
- | *[[Exoma Fieldcraft]] | ||
- | |||
- | ===Tier 5=== | ||
- | At the middle of "fairly healthy" bond strength: | ||
- | *[[Imagination]] | ||
- | |||
- | At "very healthy" bond strength, the first tier bonus specialties are increased to 2. | ||
- | |||
- | ===Tier 6=== | ||
- | At the middle of "very healthy" bond strength: | ||
- | *[[Fast Talk]] | ||
- | |||
- | At "resilient" bond strength, the second tier bonus specialties are increased to 2. | ||
- | |||
- | At the middle of "resilient" bond strength, the third tier bonus specialties are increased to 2. | ||
- | |||
- | ===Tier 7=== | ||
- | At "deep" bond strength: | ||
- | *[[Subordination]] | ||
- | |||
- | At the middle of "deep" bond strength, the first tier bonus specialties are increased to 3. | ||
==Charms== | ==Charms== | ||
- | Apagiontes are gregarious creatures and can mystically charm their fellows into following their consort. | + | * [[:Category: Standard Charms (Empathic Bonds)|Standard Charms]] |
- | Initially the apagion grants the following charms: | + | * [[Convert (Empathic Bonds)|Convert]] (Extropic Energy) |
- | *[[Urge (Empathic Bonds)|Urge]] | + | |
- | *[[Tame (Empatic Bonds)|Tame]] | + | |
- | *[[Command (Empathic Bonds)|Command]] | + | |
- | *[[Minor Heal (Empathic Bonds)|Minor Heal]] | + | |
- | Shortly after: | ||
- | *[[Call (Empathic Bonds)|Call Familiar]] | ||
- | *[[Send (Empathic Bonds)|Send Familar]] | ||
- | *[[Kinsee (Empathic Bonds)|Kinsee]] | ||
- | |||
- | Towards the end of "very frail" bond strength: | ||
- | *[[Convert (Empathic Bonds)|Convert]] spell points into Magick resource energy | ||
- | |||
- | At "very healthy" bond strength: | ||
- | *[[Conjure Apagion (Empathic Bonds)|Conjure an apagion]] | ||
- | *[[Transport (Empathic Bonds)|Transport]] your ''tamed'' followers to your side | ||
- | *[[Recall Conjured Followers (Empathic Bonds)|Recall]] your ''conjured'' followers to your side | ||
- | |||
- | At "robust" bond strength: | ||
- | *[[Heal (Empathic Bonds)|Heal]] | ||
- | |||
- | At "resilient" bond strength: | ||
- | *[[Flight (Empathic Bonds)|Flight]] | ||
==Additional Bonuses and Powers== | ==Additional Bonuses and Powers== | ||
- | ===Combat Maneuvers=== | ||
- | A combat maneuver called "Channel Magick" is unlocked towards the end of "very frail" bond strength. It is fueled by the "Magick" resource points that are charged by the Convert charm, granted at the same threshold, and fires a large bolt of magick damage, possibly mixed with some other type (probably extropic or photonic), at a single opponent in combat. It uses the [[Channeling]] skill as its core skill. It has a fairly low activity cost, is very accurate, has a low resource cost, and does moderate damage. It cannot be deflected, only dodged. | ||
- | |||
- | At "resilient" bond strength, a new attack maneuver, "Channel Luminescence" is added, which is fueled by [[Endurance]]. It appears to do a mixture of photonic and heat damage, has a fairly low activity cost, is moderately accurate, and does high damage to a small target area in the form of a beam. It uses [[recuperation]] as its core attack skill. | ||
===Traits granted=== | ===Traits granted=== | ||
- | At "Fairly healthy" bond strength, the traits [[Limb regenerativity|Limb Regenerativity]] and [[Luminescence]] are granted, and increase in effectiveness with bond strength. Note that if the character also has any degree of [[Light sensitivity]], the luminescence is a large liability rather than a benefit. The limb regenerativity rating appears to be about 1/5th of bond strength, e.g. at 50% bond it will be 10. | + | Close to the beginning of the bond, the consort gains the [[Regrowth]] trait, which improves with bond strength at the rate of about 1/5%. |
- | + | ||
[[Category: Empathic Bond Familiars]] | [[Category: Empathic Bond Familiars]] | ||
[[Category: Zetesai Familiars]] | [[Category: Zetesai Familiars]] | ||
[[Category: Flying Familiars]] | [[Category: Flying Familiars]] | ||
+ | [[Category: Extraplanar Familiars]] |
Current revision
Everything here is a bit out of date and a mix of current and previous versions of the apagion.
You experience feelings of vibrancy, warmth, happiness, and sensitivity.
You experience visions of bright luminescence.
You experience astral visions of flows of extropic energy.
Contents |
Bonding Requirements
You sense an initial eagerness quickly followed by disappointment from the glow, like it was expecting to find an emotional depth to you that isn't there.
It is likely that some amount of empathy is required for bonding this familiar, or possibly introspection or discipline.
Known Abilities
The humble apagion is a small glowing creature composed of pure dweomer. Although it is not physically powerful or tough, it is hard to hit, extremely resistant to mundane damage, and deals extropy damage in melee. It can fly very quickly and is intangible. It is ametabolic, and cannot eat or drink. It also emits light.
The apagion appears to be able to see only by paravision, and thus cannot obtain exploration experience while being carried.
Telesmatic aura
The aura granted to the apagion by the empathic bond enables a special attack based on the consort's affinities:
A blast of chaos explodes from Aleph's body toward Tessit, but he dodges.
Energy Renegeration
This appears to begin at Very Healthy. While in the presence of the familiar, the consort gains a general regeneration ability that charges spirtual energy, endurance, and chakras at the cost of extropic energy.
Attribute Modifications
A large bonus to Willpower, Charisma and Perception, and a moderate bonus to Intelligence.
Skill Effects
Skill | Access | Bonus |
---|---|---|
channeling | 16 | 75 + 10% base |
empathy | 16 | 75 + 10% base |
first aid | 16 | 75 + 10% base |
recuperation | 16 | 75 + 10% base |
regeneration | 16 | 75 + 10% base |
diplomacy | 12 | 60 |
escape | 12 | 60 |
extropy affinity | 11 | 55 |
exoma fieldcraft | 9 | 45 |
imagination | 8 | 40 |
fast talk | 7 | 35 |
subordination | 5 | 25 |
conjuration | 4 | 20 |
elude pursuit | 4 | 20 |
flight | 4 | 20 |
translocation | 4 | 20 |
Charms
- Standard Charms
- Convert (Extropic Energy)
Additional Bonuses and Powers
Traits granted
Close to the beginning of the bond, the consort gains the Regrowth trait, which improves with bond strength at the rate of about 1/5%.