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  • Reighnhell I would appreciate your feedback on this new Relic.

    The Brain Of Professor Goldenberg ●●●●●

    The man known as Emmanuel Goldenberg was a gifted medical doctor with an illustrious career and a loving family. The problems were small and the joys were great in his life, until he started experiencing apparent hallucinations that hinted at mental illness. The more medical science could not find a solution to his dilemma, the more he sank into occult practices he had previously shunned as diabolical, seemingly spurred onward by the hallucinations into pursuing shamanism. When he ended up summoning and bargaining with a powerful god of healing from the ineffable Beyond to cure his disease, he was told that his only disease was his belief that knowledge by itself makes one superior to beasts.

    This concluded Emmanuel's Awakening into a Thyrsus, and he turned his considerable medical talent to good use as a Mage in the philanthropic Silver Ladder. He tried to be Wise and heed the words of the Supernal Totem he summoned, but as he became more powerful, he realized one lifespan wasn't enough for him to research everything he needed to cure all the wounds and illnesses of mankind. And thus he became a Lich, and failed miserably in ensuring the eternal life he so desperately wanted. Not only was his body destroyed in the Paradox that fell upon the experiment, his ghost was bound to his quickly withering brain. He used the magic that remained in him to create a life support and mobility device for the brain. He is currently in a state of shock and denies his reality for the most part, happily crawling around on his mechanical spider legs, offering medical assistance and helping others solve Mysteries. It is possible that his condition can be reversed somehow, but what that would require is unknown. He might not be willing to admit his Hubris, either.

    Equipment Bonus: +3 To Medicine, Science, Crafts and Occult Size: 3 Durability: 5(10) Availability: N/A

    Powers
    Medical Panoply: Goldenberg can reconfigure his life support device to grow any tools and produce any substances needed to perform extensive medical procedures, rolling Power + Finesse.
    Walking Library: Goldenberg can give the Informed Condition once per chapter on any scientific or occult matter.
    Strangely Soothing Presence: Goldenberg was always a peaceful and kind man in life, and this continues in death. Any mortal character who speaks to him may reroll a failed Breaking Point made within the scene. Awakened characters instead benefit from a +2 on their next Wisdom Breaking Point roll. This may be done once per chapter.

    Drawbacks
    Possessed: By Emmanuel Goldenberg, known in Mage society as Panacea. Stats are below.
    Weirdness Magnet: Every chapter, the ST has a dice pool of 10. He may use it to attract the attention of an Ephemeral Entity or Horror with a Rank or Potency equal to Successes. Rank caps at 5 and Potency may go all the way up to 10, and the Successes may be split among multiple beings. This dice pool gains the Rote Quality if Goldenberg uses his Awakened magic in an irresponsible or otherwise hubris-filled way. Such entities tend to be horrific, strange and inimical to our very reality.
    Soul Breaking Truth: Witnessing the use of Goldenberg's Awakened magic is a Breaking Point for all mortals who lack the Sleepwalker Merit in one form or another, with amnesia or rationalization always following as described in Mage The Awakening.

    Panacea
    Gnosis: 6 (Ghost Mage)
    Virtue: Helpful
    Vice: Stubborn
    Wisdom: 5
    Attributes: Power 10, Finesse 12, Resistance 10
    Willpower: 10
    Maximum Mana/Per Turn: 15/6
    Initiative: 12
    Defense: 10
    Speed: 32
    Size: 5
    Corpus: 15
    Arcana: Life 3, Matter 3, Mind 3, Spirit 3
    Manifestations: Twilight Form, Discorporate, Fetter, Materialize, Unfetter
    Numina: Blast (Laser Beam), Essence Thief, Gremlin, Hallucination, Heal, Occult Sight, Phantom Arsenal, Telekinesis, Telepathy
    Ban: Cannot refuse to give medical help to those who need it
    Bane: The remains of the machine he used to try and become immortal
    Last edited by GibberingEloquence; 03-19-2018, 09:55 AM.


    Let Him Speak.

    Comment


    • An artifact containing an ever-helpful Mage that powerful seems way beyond 5 dots


      A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

      Comment


      • Originally posted by Master Aquatosic View Post
        An artifact containing an ever-helpful Mage that powerful seems way beyond 5 dots
        Re: The Brain Of Professor Goldenberg

        This would be a case where I would want to reign this in. The power level at play far outstrips what a Relic would typically model. And having a entity that is a high rank Spirit AND a Gnosis 6 Mage at the same time start to break the system. And that is even not counting the equipment bonus to multiple broad skills,extra durability, and potent, useful powers.
        Over all, I see where you are coming from for this, but the idea as-is may be better served as a NPC or Horror.

        That being said,consider the idea the that brain contains a faded reflection of the Mage's mind- most of the previous power is gone, but the wisdom and knowledge remain, effectively granting Dots in Mentor and a few other knowledge and information based Powers.
        Last edited by Reighnhell; 03-19-2018, 08:04 PM.


        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
        The Horror Lab - A collection of Beasts, Monsters and less definable things.
        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
        Twilight Menagerie - A collection of Ephemeral Entities

        Comment


        • Originally posted by Reighnhell View Post

          Re: The Brain Of Professor Goldenberg

          This would be a case where I would want to reign this in. The power level at play far outstrips what a Relic would typically model. And having a entity that is a high rank Spirit AND a Gnosis 6 Mage at the same time start to break the system. And that is even not counting the equipment bonus to multiple broad skills,extra durability, and potent, useful powers.
          Over all, I see where you are coming from for this, but the idea as-is may be better served as a NPC or Horror.

          That being said,consider the idea the that brain contains a faded reflection of the Mage's mind- most of the previous power is gone, but the wisdom and knowledge remain, effectively granting Dots in Mentor and a few other knowledge and information based Powers.
          Indeed. Mentor. Omen Trance maybe, for info. Mixed Blessing (from Mortal Remains) for various bonuses. That should cover the intent without making an overpowered monstrosity.
          Last edited by Vent0; 03-20-2018, 06:10 AM.


          Malkydel: "And the Machine dictated; let there be adequate illumination."
          Yossarian: "And lo, it was optimal."

          Comment


          • Ghost mages, especially those anchored to items, aren't unheard of. But generally the act of becoming a ghost seems to frenzy the obsessions they already had. There's one in Unbidden, for instance, which basically uses its magic to finish the experiments it did while alive, with the help of whoever's nearby acting as an unwilling vivisectionee.

            Even as a Mentor, there's meant to be a give-and-take in the relationship.

            Comment


            • a few new Relics
              Blackheart’s Cutlass ●●●
              Blackheart’s Cutlass is a sword that dates back to what is considered the Golden Age of Piracy. The weapon is cutlass style common to its era, with a curved blade and basket guard. It remains in excellent condition, with a bright polish and fresh leather wrapping on its hilt. It once belonged to a notorious pirate named “Blackheart” Jean-Philippe, a former slave that took to piracy and raided the waters surrounding Haiti in the early 1700’s before being slain in battle, with his cutlass being taken as spoils of war. Since that time, the blade has moved through various museum collections, but was stolen 10 years ago. It’s current whereabouts are unknown.


              Damage: +2 Initiative: -2 Strength: 2 Size: 2 Durability: 3(6) Availability: 3

              Powers
              Damage dealt by the Blackheart’s Cutlass is considered supernatural damage.
              To use the following abilities, the possessor must spend 3 points of Willpower to gain the Bonded Relic Condition.
              Familiar: The Cutlass serves as the anchor for the ghost of Jean-Philippe, known more commonly as "Blackheart". The user of the Cutlass gains four dots of the Familiar Merit, while the ghost gains the Familiar Manifestation, and serves as a companion to the individual Bonded to the Cutlass.
              As a familiar, Blackheart retains a sense of adventure and encourages his partner to enjoy the pleasure of wine, song, and sensuality. Blackheart is also pragmatically ruthless, and thinks little of permanently dispatching enemies.
              If the ghost is exorcised or otherwise removed, Blackheart’s Cutlass loses the ability to deal supernatural damage, and becomes a mundane weapon.

              Drawback
              A Pirate’s Life: The Ghost of Blackheart Jean-Philippe has the Aspiration: To seek adventure and fortune. Whenever the wielder with the Bonded Relic Condition acts in accordance with the Ghost’s Aspiration, they gain a point of Willpower. However, if that Aspiration is denied or ignored, it imposes a -2 penalty on tasks involving concentration and the Guilty Condition until it can return to its task.

              Blackheart Jean-Philippe: Rank 2[Ghost]; Influence (Anchor); Virtue Adventurous, Vice: Ruthless
              Manifestation: Familiar, Fetter, Unfetter, Twilight Form; Numina: Awe, Blast (Pistol), Pathfinder, Telekinesis
              Ban: Must honor a declaration of truce. Bane: rum mixed with sea water

              La Pièce de Chance ●●
              “La Pièce de Chance” also known as” The Lucky Coin” is a silver coin, dating back to pre-revolution era France. The coin shows signs of wear due to its age, buts its markings are well defined and the coin would be considered a find among collectors of rare and antique coins. The coin is currently in the possession of a professional gambler in Las Vegas.

              Size: 0 Durability: 2(4) Availability: 2

              Powers
              Fortune Smiles: As long as an individual carries the Coin upon their person, any attacks against that individual suffer a -1 penalty. This penalty applies to close combat, ranged attacks, and hostile supernatural powers.
              Shift the Odds: As long as an individual carries the Coin upon their person, they may benefit from its power. Once per chapter, the user may spend a Willpower point to gain the Lucky Condition.

              Drawback
              Luck Runs Out: Whenever Shift the Odds is activated, the user gains the Danger Magnet Condition.
              Last edited by Reighnhell; 03-25-2018, 09:47 AM.


              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
              The Horror Lab - A collection of Beasts, Monsters and less definable things.
              Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
              Twilight Menagerie - A collection of Ephemeral Entities

              Comment


              • I had the idea for one, but I can't narrow down how I want to implement it, so it will be a suggestion, for now:
                A take on the infamous Deck of Many Things. The idea is each card corresponds to a power or event, but which you get is random. For a poker card deck, I was thinking each suit would correspond to a specific "power" (Relic power, Dread Power, Numina, or game-line specific power, as needed/determined). The number might be the Dice Pool for it. Face cards would be different (though still in the suit's Theme). At least some of the cards would be Bad For You. Maybe you draw a "hand" each day. Maybe it is one at a time. Maybe something Bad happens once you run out.
                Last edited by Vent0; 03-30-2018, 07:45 PM.


                Malkydel: "And the Machine dictated; let there be adequate illumination."
                Yossarian: "And lo, it was optimal."

                Comment


                • Re: Deck of Many Things

                  This is a tricky concept mechanically, but worth exploring.

                  The first idea that comes to mind is a dice roll that allows a set "Effect" on a success, but that may not capture the variable "game of chance" feel.
                  One could also have a set of effects that are in theme for the card, but that becomes a large block of game text, as each particular card would have its own effect that would need to be balanced individually. No one wants to read several pages of game write up just to figure out how a power/merit works, and the main rule I try to adhere to when creating Relics is the mechanics should be mostly player-facing, so should have similar considerations as if writing up a new Merit or Discipline/Gift/Rote etc. After a certain degree of complexity, the Relic is almost better served as a pure plot device.

                  Perhaps somewhere near the middle, with a core mechanics that adjusts by theme depending of which card is pulled. I will need to workshop this for a bit...

                  oh. and here are a few other Relics!
                  The Null Spear ●●●●●
                  The object named “The Null Spear” is said to have fallen from the sky during a severe storm nearly one hundred years ago. The storm itself was described as bizarre, with lightning that crackled in unnatural colors, strange howls carried by gale force winds and rain that came down like knives. The spear is a six foot long haft of metallic material so dark it seems to eat light, and that tapers to a razor sharp point. The item hosts properties that seem inimical to life and is currently kept in a warded vault by a cabal of mystics studying its properties.

                  Damage: +3 Initiative: -2 Strength: 2 Size: 4 Durability: 3(4) Tags: Piercing 1, Reach, Two-Handed Availability: 4

                  Powers
                  Damage dealt by The Null Spear is considered supernatural damage.
                  Deadly: The Null Spear carries a deadly resonance that enhances its effectiveness at ending lives, reflected in its statistic. The weapon deals greater damage and cuts through protection, granting it a+1bonusto damage and the Piercing 1 Tag.
                  Indestructible: The Null Spear is seemingly invulnerable, and is immune to damage for non-supernatural sources and regenerates a point of Structure every night even if it's been destroyed previously.
                  Soul Thrust: The Null Spear can strike at the essence of souls. By targeting the heart (–3 penalty to attack rolls) and dealing at least 5 damage in one attack, the wielder of the spear may negate that damage and inflict the Soulless Condition instead. Beings lacking either a heart or a soul are immune to this effect.

                  Drawback
                  Devouring: At the end of a scene where the Null Spear has been used in combat, the weapon drains a point of Willpower from the wielder. Supernatural beings with a power source (Blood, Essence, Mana, etc) may spend a point of that resource instead. If this cost cannot be paid, the Spear deals a point of Lethal Damage and inflicts the Soul-Shocked Condition.
                  Radiant Entropy: The Null Spear radiates pulses of raw entropic energy. This is a Level 2 Extreme Environment that effects any organic material(living, dead or otherwise) within a 5 yard radius. The effect cannot penetrate dense metals such as lead or gold.

                  The Questing Compass ●●
                  This rare compass is crafted of brass and glass by expert hands, with thirty-two directional points upon its face and a built in sundial. The item was crafted by an unknown artisan in the mid 1700’s, and despite its age, remains in good condition. The instrument has a colorful history, and is rumored to have passed through the hands of sailors, privateers, pirates and explorers. It is currently on display in a New England Naval Museum. The Questing Compass grants its equipment bonus to rolls involving cartography or navigation.

                  Equipment Bonus: +1 Size: 1 Durability: 2(4) Availability: 3

                  Powers
                  Ye Shall Find: The needle of the compass points the way towards a person, place or thing that whoever is holding the Compass wishes to locate. By spending a point of Willpower and making a Wits + (Streetwise or Survival),the user may speak the name of what they seek; the Compass’s needle will point in the direction of the target until the next sunrise. If the target is making an effort to evade pursuit, they may contest this roll with Resolve + (Streetwise or Survival). Attempting to locate targets obscured by supernatural powers triggers a Clash of Wills.

                  Drawback
                  Obsessive: Whenever Ye Shall Find is used, the holder for the compass gains the Obsessed Condition regarding the targeted person, place or thing.
                  Last edited by Reighnhell; 06-23-2018, 10:52 AM.


                  Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                  The Horror Lab - A collection of Beasts, Monsters and less definable things.
                  Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                  Twilight Menagerie - A collection of Ephemeral Entities

                  Comment


                  • Ooooh the Null Spear is perfect for something we have going on.

                    Comment


                    • Originally posted by Reighnhell View Post
                      Re: Deck of Many Things

                      This is a tricky concept mechanically, but worth exploring.

                      The first idea that comes to mind is a dice roll that allows a set "Effect" on a success, but that may not capture the variable "game of chance" feel.
                      One could also have a set of effects that are in theme for the card, but that becomes a large block of game text, as each particular card would have its own effect that would need to be balanced individually. No one wants to read several pages of game write up just to figure out how a power/merit works, and the main rule I try to adhere to when creating Relics is the mechanics should be mostly player-facing, so should have similar considerations as if writing up a new Merit or Discipline/Gift/Rote etc. After a certain degree of complexity, the Relic is almost better served as a pure plot device.

                      Perhaps somewhere near the middle, with a core mechanics that adjusts by theme depending of which card is pulled. I will need to workshop this for a bit...
                      Yeah, that's why I was thinking for a poker deck, making the main powers divided by suit, so only about 4. The card number would determine strength or dice pool. Another option is to stat up only a few powers and explain that the deck is already partially depleted when found. Optional side-bar listing more power suggestions, or explaining how to build them?

                      Related Idea: Maybe each of the suits are backed by a "Spirit", number cards using an Influence or Numina, face cards summoning a Rank 1, 2, or 3 example, and the Ace acting as their Bane/Ban (for Summoning and Binding purposes)? That's still 12 entries, even with abbreviated blocks though...

                      EDIT: Other idea for the Face Cards, they do something with the Manifestation Conditions: Jack = Resonant, Queen = Open, King = Controlled.

                      Originally posted by Reighnhell View Post
                      The Null Spear ●●●●●
                      Nice spear. Relatively simple in execution, but its anti-life properties make it spooky and mysterious.

                      Originally posted by Reighnhell View Post
                      The Questing Compass ●●




                      Malkydel: "And the Machine dictated; let there be adequate illumination."
                      Yossarian: "And lo, it was optimal."

                      Comment


                      • Stubs:

                        This one is actually a series of relics, all having a similar design - magic book that teach you a ritual to give you a Supernatural Merit, with the cost being increasing Manifestation Conditions leaving you vulnerable to the backing entity. For flavor, the visual manifestation of the various Supernatural merits used clearly show them resulting from some spirit - such as a fiery demon manifesting from the flames for Pyrokinesis, or a shadowy form whispering thoughts for Telepathy.
                        The Fulgurate Tome ●●●
                        <A book written in a strange cipher. It always makes sense after it has been studied while the reader is alone for at least 3 hours. It outlines a series of simple rituals to command various invisible entities for power. Written in the margins in an old dialect of Arabic are a series of warnings about invoking the beings referenced in the tome. The warnings also contain hints regarding the various entities' Banes and Bans, useful for Abjuring away the Conditions resulting from the rituals.>

                        Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4

                        Powers
                        The Fulgurate Tome contains the following ritual, which can be performed by anyone who has studied the tome alone for at least 3 hours.
                        Ritual of Power: This ritual can invoke the powers of one of the listed entities, granting a specific Supernatural Merit for 1 + Occult in days, after which the ritual must be performed again. Conducting the ritual itself only requires common items and takes only an hour at most to perform.
                        The entities the book can call forth are listed below;
                        Cackling Ifrit: Rank 3; Influence (Fire); Supernatural Merit: Psychokinesis (Fire) •••; Bane: Obsidian


                        Drawback
                        <Opened>: <Each ritual advances the Manifestation Conditions for their related entities - Resonant to Open to Controlled. The entity will use Fetter, then Possession, then Claim once the condition reached Controlled. The Condition lasts until reduced by Abjuration.>



                        This one is basically a "deed" that grants the holder signatory status to one or more Goblin Contracts (from Changeling 2E). I'm trying to abstract out powers and the Goblin Debt mechanics.
                        <Pending>
                        Corwin's Deed ●●


                        Malkydel: "And the Machine dictated; let there be adequate illumination."
                        Yossarian: "And lo, it was optimal."

                        Comment


                        • had a few new ideas

                          The Gomorrah Box ●●●●
                          This object is a small, lidded box crafted of cedar and bronze. The only adornment on the box is a carefully carved inscription in Hebrew, warning against sinfulness. The box is sealed, and can only be opened with great effort. Within the box is a small, grayish block of salt. If antiquarians are to be believed, the block was taken from body of Lot’s Wife, turned to salt for disobeying a divine warning. The box is currently in the possession of a small sect of devout priests in Jerusalem.

                          Size: 2 Durability: 2(6) Availability: 4

                          Powers
                          Indestructible: The box and it’s contents are more resistant to damage than its construction would suggest, and regenerates a point of Structure every night even if it's been destroyed previously.
                          Pillar of Salt: Once per chapter, the power of the relic can be unleashed, but only by the righteous. By spending three points of willpower and making a Presence +Occult roll with a +3 equipment bonus, the user may open the box, bathing an area with a radius of five yards in bright light, causing the Petrified Tilt. Characters caught in the radius of the effect may resist with Resolve+Stamina + Supernatural Tolerance. This transformation is temporary, lasting a number of hours equal to the 5+the user Presence.
                          This power may only be used by characters with the Virtuous Merit and Integrity 7 or better. Being that do not have an Integrity trait cannot open the box or invoke its power.

                          Drawback
                          Blinded by Glory:Those to call upon the power of the Gomorrah Box are overwhelmed by exposure to power of such intensity, and suffer the Insensate Tilt until the end of the scene.


                          The Gourmand’s Carver ●●
                          The Gourmand’s Carver is a blade that dates back to France in the late 1800’s. The blade is a steel carving knife with a wooden handle stained nearly black with use, but is in otherwise good condition. The Gourmand’s Carver grants its equipment bonus to rolls involving cooking and food preparation. The Carver was last seen in the personal kitchen tools of a retired chef who still makes the occasional private engagement.

                          Equipment Bonus: +2 Damage: +0 Initiative: -1 Strength: 1 Size: 1 Durability: 3(5) Tags: Piercing 1 Availability: 2

                          Powers
                          Damage dealt by the Gourmand’s Carver is considered supernatural damage.
                          Craftsmanship: The Carver is sturdy, well balanced, and honed to a razors edge. This grants the object an additional point of Durability and the Piercing 1 tag.
                          Hell’s Kitchen: The Carver is used to cut meat, it can impart an almost otherworldly savor to the taste when that meat is consumed. Whenever the knife is used to prepare a dish made primarily of meat, the wielder may spend a point of Willpower to enhance the flavor to an addictive degree. Anyone that partakes of this meal must make Resolve+Supernatural Tolerance roll, or begin to crave meat prepared by the Carver, and will gain the Deprived Condition after [Integrity] days unless the craving is satisfied. The user is not immune to this effect. Fasting for 3 days, subsisting only on water, removes this curse.

                          Drawback
                          Carnivorous Appetite: When Hell’s Kitchen is activated, for the following [10-Integrity] days, the user becomes wholly carnivorous and cannot take any sustenance from fruits, grains, or vegetables. Attempting to consume such fare inflicts the Sick (Moderate) Tilt. The user will even find meats that are cooked through distasteful and will show a preference for rarer cuts.
                          Last edited by Reighnhell; 07-12-2018, 09:02 PM.


                          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                          The Horror Lab - A collection of Beasts, Monsters and less definable things.
                          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                          Twilight Menagerie - A collection of Ephemeral Entities

                          Comment


                          • Janus’ Finger ●●
                            The Janus’ Finger is visually a simple wooden key with two key wards on its tip, representing the two-faced roman god Janus. It exerts influence over the inertia of obstacles that prevent its possessor of continuing to advance - in simple terms, it helps the possessor to open and lock doors and mechanisms such as padlocks, creating a “detour” on the path originally devised by reality. It doesn’t effect digital and similar devices, still working, however, with electronic devices that use a key. It changes its shape to fit the keyhole last used.


                            Size: 0 Durability: 3(4) Availability: 2

                            Powers

                            Forculus: The Relic acts as a Physical Equipment for Larceny rolls to pick locks, giving the 9-again quality and a bonus of +2 to the roll. Other modifiers related to the strength of the lock mechanism still applies (such as 0 for standard Deadbolts and -5 for electronic vault doors). In a success, the door or padlock is opened from the inside and no signs of breaking in can be perceived. An exceptional success also causes the Laureate Condition, while a dramatic failure results, inevitably, in the destruction of the Relic.

                            Limentinus: The possessor of this Relic can make a Dexterity + Larceny roll with the 9-again quality to lock a door or a padlock even if he doesn’t have the appropriated key, using only this Relic. In a success, the mechanism is locked from the inside. An exceptional success also causes the Laureate Condition, while a dramatic failure results, inevitably, in the destruction of the Relic.

                            Drawback

                            Cardean Curse: The Relic retains the shape of the last keyhole or padlock it was used in, making it easier to associate with unusual activities related to locking or unlocking doors and other mechanisms. Any roll to detect, perceive or associate the key to the last used mechanism gets a bonus of +3.

                            Condition

                            Laureate: Your character had success in a task aligned with the domains of the roman god Janus, master of beginnings, gates, transitions, doorways, passages and ending; and so, he feels like he could alter the very flow of fate and the path designed for him to walk. You can shed this Condition anytime to recover 2 Willpower.
                            Resolution: shed the Condition, as noted above. When you do, gain a Beat.
                            Last edited by nathanritzel; 08-13-2019, 01:56 PM.

                            Comment


                            • Reighnhell What exactly is your methodology when balancing the effects of Relics? Do you have a chart or table you reference to compare numbers of advantages/disadvantages and ideally reach a zero sum? Or do you eyeball it for the most part?

                              I also had a weird idea regarding Relics created through technological means. Consider the Investigation System. The Clues have Elements, which can be turned into bonus dice. What if you used these bonus dice on a Crafting Equipment roll to compensate for penalties? Each -1 represents a distinct effect or property, right? Such advantages would determine the initial dot rating of the pseudo-Relic, which can then be adjusted through drawbacks.

                              The big difference is that these pseudo-Relics obey known principles of reality (even if involving the Occult Skill), so they could be reliably manufactured on a larger scale by anyone who had access to the precise combination of Clue Elements you did, which represents the overall Research & Development that went into the technology. I am aware that this isn't really necessary for most Chronicles, but I believe it would be excellent for one with a cyberpunk style or similar.

                              I am asking all of this because I am strongly considering STing an Awakening Chronicle with a mad science/pulp magazine style. I was gonna use my 2ed version of Genius for this, but then I realized that Creative Thaumaturgy is much more versatile than anything I could write on my own. Therefore, the focus of my hypothetical Chronicle is on Mages who use magic to expand the possibilities of science and create the World Of Tomorrow in defiance of the Exarchs. If you could give me some benchmarks for how to balance Relics, I would be most grateful. I am especially curious about how to balance Relics which imitate the effects of Arcana, and how you'd determine their Spellcasting Factors, Reach and so on.
                              Last edited by GibberingEloquence; 08-19-2019, 10:55 AM.


                              Let Him Speak.

                              Comment


                              • Re: Relic Rules

                                When designing a relic, I follow guidelines I set for myself some time ago. At its heart its really just cherry picking elements o a few of the relic design system I have run across playing WoD/nWoD/CoD for many years. I am posting my notes straight from my files below.
                                Relic Notes Revised

                                The following guidelines are not meant to be a comprehensive system for creating Relics, but rather a few guidelines and general rules that were used in creating the relics in this volume. Primary resources that have been used for this work have been Chronicles of Darkness, Chronicles of Darkness: Hurt Locker, Hunter: the Vigil (particularly pg.191-205, focusing on endowment creation), World of Darkness: Armory and Armory Reloaded, and of course World of Darkness: Reliquary.

                                Acquiring Relics
                                Acquiring a Relic at character creation is considered a Supernatural Merit of its Dot Rating, and is subject to the Sanctity of Merits rule. Obtaining a Relic over the course of play typically does not require the purchase of the Merit, but the Storyteller may require the player to purchase the Relic as Merit of equivalent dot value at their discretion.

                                Creation

                                The base cost to Activate a Relic is 2 Willpower.
                                Activating a Relic requires an (Attribute+Skill) activation roll.
                                Relics automatically have their Durability increased by their final Dot rating.
                                If the powers and abilities of a Relic trigger or are subject to a Clash of Wills, the dice pool is the users Resolve+ Dot rating of the Relic.
                                If using the Mystery rules from Mage: the Awakening, a Relic is a Mystery with a rating of at least the Dot rating the Relic.
                                Unless otherwise noted, the Availability of the Relic is equal to the higher of the availability of its base item +1 or its Relic dot rating.
                                Once all abilities have been factored, reserve the right to add or subtract a Dot from the Relic Rating if the final item feels over (or under) powered.

                                For each dot of its rating, the item gains one of the following benefits. The unless otherwise noted, the same benefit may stack up to three times. Unless otherwise noted, the power granted by the relic lasts until the end of the scene.
                                Bonded: The Item gains the Bonded Relic Condition, reduce the dot rating by 1.
                                Cost Reduction: Reduce any activation costs by 1.
                                Defense: +1 to the user’s Defense
                                Drawback: Reduce the Dot Rating of the Relic by the Dot rating of the Drawback
                                Extraordinary Equipment: an appropriate +1 equipment bonus, armor rating, or weapon damage modifier
                                Improved Alacrity: +2 to the user’s Initiative and Speed
                                Increased Durability: +1 Durability
                                Merit: Add the Dot Rating of the Merit to the Dot rating of the Relic
                                No Activation: The Relic does not require an activation roll; any other costs must still be paid
                                Power: When adapting a Power (Such as a specific power from a Arcana, Discipline, Gift, etc) Add the Dot Rating of the Power to the Dot rating of the Relic. For Power than are not ranked (such as Numina or most 2nd Edition Dread Powers) assume the power has a value of 2 or 3 Dots.


                                Alternate Costs

                                The Relic user may off set the activation cost of the Relic as long as certain conditions are met. This reduces the activation cost of a Relic by 2, to a minimum of 0 (free). Alternate costs of varying levels can be combined, with the total value of the alternate costs being at least equal to the final Relic Rating.

                                Conditional
                                Some items demand that certain environmental conditions be met before releasing their Power to the wielder. The higher the cost in dots, the more specific – and difficult to replicate – these conditions become.
                                ● or ●● - a condition that happens easily and often and is therefore simple to fulfill; “dark” or “hot” or that the user be in a crowd
                                ●●● - a condition that is more specific, and might ask for a “full moon” or a “temperature above 100 degrees outside
                                ●●●● or ●●●●● - rare conditions: a solar eclipse, beneath the sky in which a comet is clearly visible.

                                Locational
                                A locational cost requires the item to be present at a specific location for it to work.
                                ● or ●● - fairly broad in location: northern hemisphere, in South America, somewhere in the ocean.
                                ●●● - hones it down further: in Pennsylvania, on the coast of the Indian Ocean, in a skyscraper
                                ●●●● or ●●●●● - fairly specific, requiring the wielder to be “At the peak of the mountain” or “Atop Father Shine’s grave at the old church up on Old Dibney’s Hill.”

                                Sacrificial
                                The item requires sacrifice – something destroyed for its use. It might require the wielder to spill three drops of his own blood, cut off the head of a dove, or burn a beloved and irreplaceable photograph.
                                ● or ●● - don’t require physical harm to anybody or any living thing, but instead demand the destruction of objects (availability of the sacrificed item is equal to the dot rating of the Relic)
                                ●●● - require the wielder to harm himself or another living thing (health levels in lethal damage equivalent to the Relic Rating)
                                ●●●● or ●●●●● - severe harm; death or severe mutilation of the wielder or other individual.

                                Temporal
                                A temporal cost demands that the item be used in a given time frame or at a very specific moment.
                                ● or ●● - fairly broad timeframe – day, night, Tuesday, winter
                                ●●● - a narrow time frame, one hour at most.
                                ●●●● or ●●●●● - highly specific time frame or a narrow window of opportunity; exactly at the stroke of the eleventh hour or at the very moment the sun crests the horizon on the Winter Solstice.


                                Example Relic Powers

                                Always Returns (●●)
                                The Relic is tied to its possessor, and always returns within [10-Integrity days] if lost or discarded.

                                Armor (● to ●●●)
                                The ability, when activated, grants armor of a physical or mystical nature to the character. The user gains Armor equal to the dots in the power. This armor does not stack with any other physical or mystical armor possessed by the relic’s keeper. Once activated, the power persists until the end of the scene.

                                Bane (● or ●●●●●)
                                The Relic is considered a Bane against a specific type of Ephemeral Entity (such as Angels, Ghosts, or Spirits) with a Rank equal to the Relics dot rating or less.

                                Enhance Attribute (●● or ●●●●)
                                The power modifies a single Attribute, providing a bonus to that Attribute’s use. The Attribute must be chosen at the time of the relic’s creation and cannot change once determined. At two dots the power grants a +1 bonus to the selected Attribute, the four dot version grants a +2 bonus. The bonus lasts for the rest of the scene.

                                Healing (●, ●● or ●●●●)
                                The relic is able to heal points of damage directly. Multiple points of damage may only be healed by repeating the healing action over subsequent turns.
                                The one dot version heals 1point of bashing damage with each use, while the two dot version heals 1 point of bashing or lethal damage per use. The four dot version allows for the power to “downgrade” all aggravated damage to lethal damage instead.

                                Immune (●)
                                The Relic takes no damage from a specific type of harm (such as Age, Fire or the hazards of a particular type of environment). This is often paired with Indestructible for truly impervious Relics.

                                Impose Condition (●● or ●●●)
                                The Relic is capable of imposing a specific Condition upon a target. Conditions imposed through the use of this Power resolve normally for that condition. For two Dots, the Relic may only place a Condition on the Relics user. For three Dots, the Relic may impose the condition on a target character as part of an attack, or making a (Attribute +Skill) roll, resisted by the targets Stamina or Composure.

                                Impose Tilt (●, ●● or ●●●)
                                The Relic is capable of imposing a Tilt upon a target. Imposing the tilt is typically as part of an attack, or involve a (Attribute +Skill) roll, resisted by the targets Stamina or Composure. For one Dot, only a single Tilt may be inflicted, for two dots a selection of tilts may be chosen, and for 3 dots up to three Tilts may be inflicted at once.

                                Indestructible (●● or ●●●)
                                The Relic is greatly resistant to wear and tear, and is seemingly immune to permanent destruction. The Relic regenerates a point of Structure every night even if it's been destroyed previously. For two dots, the Relic has a condition or situation where its indestructibility does not apply. For three dots, there is no known way to permanently destroy the item.

                                Innocuous (● or ●●)
                                The Relic is seemingly unremarkable. Any attempts to reveal the hidden power of the Relic or detect its true nature suffers a -2 penalty. For the two dot version, the item appears completely normal, often taking the form of a different object of similar size and dimension (a sword might appear as an umbrella, while an ancient tome might appear as a paperback novel). The two dot version of this ability costs a Willpower point to activate and lasts for (Resolve) hours.

                                Protective Ward (● to ●●●)
                                The Relic can defend against the powers and attacks of a specific type of supernatural creature (such as Ghosts, Vampires, Werewolves, etc). Once activated, the Relic imposes a penalty equal to the Protective Wards Dot rating against hostile actions or powers from any of the specified beings within (Wits +Resolve) yards until the end of the scene. An additional point of willpower spent on activation extends this protection to a number of additional individuals up to the wielders Resolve.

                                Summoning (● to ●●●●●)
                                The Relic can call forth a specific Ephemeral Entity with a Rank equivalent to the Dot Rating in Summoning. The Entity appears in Twilight, and will be under a compulsion to perform a specified task for the Relic holder, or least least not be immediately hostile. The Dot rating of this Power may be reduced by one if the Entity has not such compulsion, and must be treated with using other methods. Each additional Dot added to this power allows the Relic to summon a different entity of lesser Rank. The entity typically departs at the end of the scene, or when its summoned task (if any) is complete.

                                Supernatural Damage (●)
                                Damage dealt by the Relic is considered supernatural damage, which effects how certain entities defend against or recover from attacks and injury.


                                Example Drawbacks

                                Addictive Power (●●)
                                This drawback is connected to a specific power or capability of the Relic. After the first time the possessor uses that Power, they gain the Deprived Condition if they do not use that power at least once least once every [Integrity or equivalent trait] days.

                                Behavior Restriction (●)
                                This drawback is connected to a specific power or capability of the Relic. When this drawback is selected, choose either Virtue or Vice. The cannot be activated in any scene where the wielder has regained Willpower from their Virtue or Vice.

                                Breaking Point (● or ●●)
                                This drawback is connected to a specific power or capability of the Relic. Each use of that power or Capability is considered a Breaking Point against Integrity(or equivalent trait). The 2dot version imposes a penalty to the Braking Point roll equal to half the Relics dot rating (rounded up).

                                Condition (●●)
                                Anyone in possession of the Relic suffers a Condition. Unless otherwise noted, the Condition cannot be resolved for as long as the character retains possession of the Relic. Common Conditions imposed by Relics includes (but are not limited to) Addiction, Cursed, Danger Magnet, Delusional, Guilty, Madness, Obsession, Paranoid, Shaken, Spooked or Soulless.
                                Alternately, the user only gains the Condition when actively using a specific power or capability of the Relic, in which case it resolves after [10 – Integrity] days.

                                Discriminating (●)
                                The Relic is uncooperative in the hands of the unworthy. The Relic only functions for normally for a particular type of person or being (such as christian’s, women, red heads, children, specific types of supernatural creatures, etc.). In the hands of anyone else, the relic is uncomfortably hot or cold, operates erratically, or otherwise interferes with any task that requires concentration or social interaction, imposing a −1 penalty.

                                Equipment Condition (●)
                                The Relic carries an Equipment Condition that makes it use dangerous, inconvenient or unpredictable. Such Conditions includes (but are not limited to) Coveted, Troublemaker or Volatile.

                                Flawed (● to ●●●)
                                The Relic shows reduced performance in one or more of its capabilities, imposing a -1 penalty when using it for each dot in Flawed (to a maximum of -3).
                                Alternately, each dot in flawed reduces one of the items traits (such as Durability, Armor Rating, or Damage)

                                Irremovable (●●)
                                Most often attributed the jewelry, clothing, and masks, the Relic resists all attempts to remove it, mundane or otherwise. Once Relic has been put on, the wearer must spend a point of Willpower and make a Resolve + Composure roll with a penalty equal to [10-Integrity]; success allows the item to be removed.
                                Alternately, a given Relic may have a clause or circumstance that allows it to be removed normally.

                                Occult Vulnerability (● to ●●●)
                                The possessor of the Relic becomes more receptive to other-worldly influences; any supernatural power or effect used against the character in possession of the Relic gains an equipment bonus equal to the dots in Occult Vulnerability (to a maximum of +3). Reduce the final do rating for Occult Vulnerability by 1 if the vulnerability only applies to a particular type of supernatural being (Ghosts, Vampires, etc)

                                Ostentatious (●)
                                The Relic is flashy, with an especially distinctive appearance that makes going unnoticed or using the Relic in a subtle manner very difficult. Any roll to go unnoticed in plain sight or deflect attention away from the character while she uses the Relic automatically fails, granting a Beat to her player.

                                Possessed (● to ●●●●●)
                                The Relic is possessed by an Ephemeral Entity, typically one with a hostile disposition. The Entities rank is equal to the dots of Possessed, but cannot be higher than the Relics dot rating. The Relic has the Possessed Condition with an indefinite duration, even if the entity does not have Possess Manifestation. Any attempts to Abjure or Exorcise the entity suffer a penalty equal to the Relics dot rating.

                                Sacrifice (● to ●●●)
                                This drawback is connected to a specific power or capability of the Relic. As an additional cost to activate the Relic, the character must make a sacrifice of blood, at least a number of points worth of lethal damage equal to the dots in Sacrifice (to a maximum of +3). In most cases, the blood sacrificed must be of a specific sort typically based on age, gender, vocation or similar distinctions. Damage inflicted to fulfill this cost is considered Supernatural, and may be resistant to healing.

                                Tilt (●)
                                This drawback is connected to a specific power or capability of the Relic. When activating a power or using a capability of the Relic, the character suffers a Tilt until end of the scene. Common Tilts imposed by Relics includes (but are not limited to) Agony, Arm Wrack, Bleeding, Insane, Leg Wrack, Sick or Stunned.

                                Willful (● to ●●●)
                                The Relic has a goals of its own. A Willful Relic has an Aspiration. Whenever the Relics possessor acts in accordance with the Relics Aspiration, they gain a point of Willpower (as if the Aspiration were their own). However, if displeased or if its wishes are ignored, the Relic can behave in an irritable fashion, imposing a penalty to certain actions (such as social actions, or actions that require concentration) equal to the dots in Willful (to a maximum of -3)



                                Re: Clues as R&D

                                I like this concept, but why limit it to the scientific and pseudo-scientific? If it represents following some inspired madmandown the rabbit hole of their Genius, I see whether or not that genius is wearing a lab coat or ritual robes to be a relatively minor distinction. My CoD head canon allows both scientific inquiry and occult knowledge to unleash horrors and lead to sanity breaking revelations, so please take my assessment with a grain or two of salt.
                                Last edited by Reighnhell; 08-19-2019, 05:21 PM.


                                Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                                The Horror Lab - A collection of Beasts, Monsters and less definable things.
                                Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                                Twilight Menagerie - A collection of Ephemeral Entities

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