Apagion (Empathic Bond)

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(Fey Bond Info)
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===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. 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.
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-==Fey Bond Info== 
-'''''Note''''': You can no longer Fey Bond with Zet familiars. So this is just for posterity. 
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-The following Charms and Abilities are granted by a '''Complete''' Bond. Note that all Fey Bonds are significantly weaker than their counterparts (VV/Zet/etc), so do not expect to get Spec Bonuses, any significant Attribute Mods or higher level Charms/Abilities. 
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-'''Abilities''': 
-*Attribute Modifications - Low like all Fey Bonds (7 Willpower/Charisma/Perception, 2 Intelligence) 
-*Automatic healing effect 
-*Channel Magick Special Attack (See Above) 
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-'''Charms''': 
-*[[Call (Empathic Bonds)|Call Familiar]] 
-*[[Convert (Empathic Bonds)|Convert]] spell points into Magick resource energy 
-*[[Command (Empathic Bonds)|Command]] 
-*[[Kinsee (Empathic Bonds)|Kinsee]] 
-*[[Minor Heal (Empathic Bonds)|Minor Heal]] 
-*[[Send (Empathic Bonds)|Send Familar]] 
-*[[Urge (Empathic Bonds)|Urge]] 
-*[[Tame (Empatic Bonds)|Tame]] 
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-'''Traits''': 
-*[[Limb regenerativity|Limb Regenerativity]] 4 
-*[[Luminescence|Luminescence]] 2 
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Revision as of 22:49, 19 April 2011

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, well-known to the guerilla fighters of the 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 magick damage in melee. It has no trouble in seeing in darkness, can fly very quickly, and is intangible. It is ametabolic, and cannot eat or drink.

Automatic healing effect

You feel the apagion drawing upon your spiritual energy.
The apagion pulses brilliantly.
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

A large bonus to Willpower, Charisma and Perception, and a moderate bonus to Intelligence.

Specialty Bonuses

Bonus specialty degrees and access are provided as follows:

Tier 1

Tier 2

Shortly after bonding:

Tier 3

Towards the end of "very frail" bond strength:

Tier 4

At the middle of "somewhat frail" bond strength:

Tier 5

At the middle of "fairly healthy" bond strength:

At "very healthy" bond strength, the first tier bonus specialties are increased to 2.

Tier 6

At the middle of "very healthy" bond strength:

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:

At the middle of "deep" bond strength, the first tier bonus specialties are increased to 3.

Charms

Apagiontes are gregarious creatures and can mystically charm their fellows into following their consort. Initially the apagion grants the following charms:

Shortly after:

Towards the end of "very frail" bond strength:

  • Convert spell points into Magick resource energy

At "very healthy" bond strength:

At "robust" bond strength:

At "resilient" bond strength:

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

At "Fairly healthy" bond strength, the traits 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.

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