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Talislanta - Attunement

Page history last edited by Michael 14 years, 5 months ago

House Rules for (de)Attuning Enchanted Items

 

Background

Modern magic in Talislanta is crude in a manner that limits you to having no more than seven enchanted items on your person. If you try to carry more than seven, none of them work. Many folks have pondered tossing seven enchanted spitballs at their enemies to render their items useless. To avoid that crock, we decided to use attunement.

 

Attunement

Attunement is a conscious act of will that links a character's aura with the magic item. It requires a critical success on an attribute check of the character's Magic Rating (MR). A critical success occurs when your modified d20 result is greater than or equal to twenty.

 

It can be attempted on the spot when the character first acquires an item, and once per day with a +1 per day of carrying the item. There is no penalty for a Mishap, so even the Sindar (MR -5) can eventually succeed. Mishaps occur when the modified d20 result is less than or equal to zero. Setting an item aside longer than the ref feels appropriate will reset the clock and wipe out any accumulated bonus.

 

De-attunement

Breaking the attunement requires setting an item aside for awhile and getting a Mishap result on a check against MR, with a -1 to the roll for every day the item and character have been apart. This is a passive event, not requiring an act of will. The Sindar are quite likely to lose their hard won attunements if they misplace their magical baubles for more than a day or two, while a Cymrilian mage can have his gear go missing for a week or two before it becomes an issue. Deciding to carry the item briefly can reset the clock if the ref feels that is appropriate.

 

Malgon the Cymrilian Wizard has acquired several dozen enchanted items in his career on the pirate ship Imperious Harbinger of Prosperity. Malgon can lock his items in a safe place and leave them there for up to 12 days (double his MR of 6) before he need worry about losing his attunement to the items.

Ref's note: I'm still on the fence about whether seven is a hard limit for the number of attuned items or if you can gleefully browse through your wardrobe of mighty things and pick and choose as needed. If it is a hard limit, the next paragraph applies ...  

 

Alternatively, breaking an attunement can happen when the character displaces a missing item as a consequence of being attuned to seven other enchanted items or having someone else take it from them. Under these rules, this is the only swift route to ditching a cursed or otherwise undesirable item for a character with a high magic rating.

 

Attuning Another's Item

If the item in question is already attuned to another person, subtract that person's MR from your own when calculating your Attunement bonus.

Vidan the Xambrian wants to give one of his many enchanted items to Aldak. The fightin' Arimite would subtract Vidan's MR of 2 from his own MR of 1.  Aldak's roll is now d20 + 2*(-1) + N  where N is the number of days he has held the item.

 

The person currently in tune with the item can detect this action if they make a Normal Success on an MR attribute check. If they wish, they can actively resist the attunement attempt. This active resistance takes one full breath and counts as an action, much like spellcasting does. The resisting character's WIL+2(?) ... MR again (?) ...  is used as a penalty.

In the midst of battle, Asphix the Ferran snags a shiny locket off an opposing wizard. The wizard turns a paler shade of green when he sees Asphix concentrating on the locket and decides to actively resist the Ferran's attunement to the Locket of Bottled Lightning. Asphix's chance of attunement is now d20 + 2*(0-6-2) = d20 - 16.  The wizard easily succeeds at disrupting the attunement but now suffers a -5 multiple action penalty as he turns to defend against Aldak.

 

Back to Talislanta House rules 

Comments (1)

Michael said

at 1:26 pm on Oct 11, 2009

Made some minor formatting change (Michael).

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