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Technomancy

Technomancy at The Flamel Academy is part roleplay, part rules, and part luck! As magic is something that folks still do not fully understand, even something that appears to be perfect stands a chance of failure, so it is important to make your creations have the best possible chance of success!

Below are the OOC rules regarding how Technomancy works.


STEP ONE - DECIDE WHAT YOU WANT TO MAKE
Different types of technomancer can make different things, and they all have specialisations:

  • Talismongers can make jewellery that enhances a Magi’s abilities.

  • Weaponsmiths can make melee weapons that cause special types of damage.

  • Couturiers can make clothing with defensive capabilities.

  • Scribers can scribe scrolls that have ranged effects. They can only ever be Tier 1, 4 or 6.
     

Miscellaneous items can also be made by a Technomancer. However, if they fall outside of the above specialisations then the chances of success are slimmer as a result. All of these are considered a Tier Six attempt.

 

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STEP TWO - DECIDE ON THE EFFECTS

Once you know what item type you are making, you need to decide on what effect you wish for it to have. There are six levels of crafting
 

Tier One

Single-use advanced spell effects or immunity skills that expire at the end of an event.

 

Tier Two
As above, but multiple uses

 

Tier Three
As above, but multiple uses and over a longer duration.

 

Tier Four
Single-use master spell effects that expire at the end of an event.

 

Tier Five
Multiple-use master spell effects that expire after two events.

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Tier Six

Unknown or unexplored crafting.

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STEP THREE - GATHER RELEVANCE
To make your crafting attempt more likely to succeed, you need to gather things that are relevant to the item you are trying to create. At the very minimum, you need a phys-rep of the item you are crafting, and a ‘template’ for the ability you are trying to give it. For example, if you are trying to make a sword of shatter, having a sword phys-rep and a character with the Shatter skill who can assist with the crafting will increase your chances of success.

There are a huge variety of items that can be classified as relevance.

 

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FOUR - BEGIN CRAFTING

  • Tier One items take five minutes.

  • Tier Two items take ten minutes.

  • Tier Three items take fifteen minutes.

  • Tier Four items take twenty minutes.

  • Tier Five items take twenty-five minutes.

  • Tier Six items take a minimum of thirty minutes.

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FIVE - DETERMINE YOUR SUCCESS
Success is determined by a Bead Pull. A Bead Pull Bag will have three colours of beads within it:

  • Green - Success

  • Red - Uncertain.

  • Black - Failure

 

If you draw a Green bead on your first try, crafting is a success. If you pull a Red bead, you must continue to draw until you pull a Green or a Black bead (and the level of your Success of Failure may be affected as a result of how many Reds you pull). If you pull a Black bead, you have failed, and there may be consequences!

Things that can increase your Green and Red bead quantities are:

  • The craft is your first of the event

  • Having relevant ingredients, elements or assistants

  • Working from a blueprint

  • Having an existing item that you are ‘copying’

 

Things that can increase your Black bead quantities are:

  • Not having a phys-rep of the item you are making

  • Not having any items of relevance

  • Being distracted from your crafting

  • Taking damage while crafting

  • Other people intentionally interfering with your crafting

  • Attempting multiple crafts

 

The more times you attempt to craft items, the more Red or Black beads you risk having added to your Bead Pull Bag. This is to help limit the amount of ‘safe’ crafting a person can do.
 


DWARVEN BLOODED MAGI
Dwarven Blooded Magi will always get +5 Green Beads added to their Bead Pull Bag for any crafting attempt they make.
 


GOBLINS
Five times per event, Goblins will automatically succeed on any Tier One or Tier Two Weaponsmithing attempts they make.

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ATTUNEMENT SLOTS
All player characters have four attunement slots, one for each specialisation of item. The exception to this is Scrolls, of which you can carry an unlimited amount, and are not attuned to you.

Dwarven-blooded Magi are the exception, as they have two extra attunement slots of their choice.

 

There is the chance these slots can be increased in number over time.

 

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HOW TO ATTUNE TO AN ITEM

Tier One items do not require the Attune Item spell to be used.

Tier Two items and higher need to have the Attune Item spell cast upon the item and it’s new owner in order for it to be used. No item can be utilised unless it is attuned to its user. Once an item has been attuned to a user, it cannot be attuned to a new user until dawn of the following day.

 

Scrolls do not require attunement, and can be used by any corporeal race capable of reading them and channelling magic.

© 2019 by Kelly Poole of LEGENDARY LARP, created with Wix

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