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Curios, Relics and Tomes

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  • Reighnhell
    started a topic Curios, Relics and Tomes

    Curios, Relics and Tomes


    I have a great love of haunted and cursed items in my campaigns, so I have assembled a collection of items for use in your games (a good number have already appeared here).
    As always feel free to adjust, tweaked, or embellish as you see fit. the mechanics are mostly Reliquary, with supplemental flourishes from Hunter the Vigil, Dread Powers, Numina, Merits, and updated to a more 2nd edition mechanics style.

    I reference a number of conditions and a merit as well, that will be posted below.

    And feedback is always welcome.


    Relics automatically have their Durability increased by their Dot Rating.
    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.
    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.


    Your character sees before her a glorious and terrifying figure, and something in her brain kicks her to kneel and grovel. She suffers a –2 penalty to attack rolls against the source of the Condition. She also suffers a –3 penalty to contested rolls against social actions from the source of the Condition, and a –3 penalty to her Composure and Resolve against actions and powers that the source of the Condition uses on her.
    Resolution: Your character takes an action that serves the demands of the Condition’s source. The source of the Condition leaves your character’s presence.

    Bonded Relic
    The Relic has established a connection with your character. Gaining this condition requires some type of cost or sacrifice, typically either a one-time expenditure of willpower equal to the relic’s dot rating, or a one-time sacrifice of life force as the relic deals lethal damage equal to its dot rating(Storytellers choice on which type of cost is appropriate). Certain relics will not function unless the possessor gains this condition.
    Once the condition is gained, the Relics user gains a +1 equipment bonus to dice rolls involved in the use or activation of that specific relic. In addition, once per chapter the character may reduce any Willpower cost for using or activating the relic by one (to a minimum of 0). The possessor of the bonded relic can always sense the presence of the relic and never takes penalties to rolls to locate the item.
    Resolution: When the Bonded Relic leaves the owners possession, typically when a new individual bonds with that specific relic, which severs any previous bond. Destroying the relic (if possible) also resolves the condition.

    Your character has had a spark of berserk rage lit within her. The fury inside demands that she lash out, and the descending red mist makes it hard to tell friend from foe. Each turn, she must succeed at a Resolve + Composure roll or attack the nearest target with whatever weapons she has to hand. Even if she succeeds, she suffers a –3 penalty on all actions other than attacking the nearest target.
    Resolution: The character becomes unconscious. There are no targets left to attack.

    Your character is preoccupied with something and has a hard time refocusing on a new situation. The character is at a –3 penalty to all actions that are not his main focus. He also takes a –3 penalty to Defense since he is too distracted to defend himself.
    Resolution: When the character choses to fail an action due to his distraction, or relents to a single action taken against him.

    Compulsion (Persistent)
    Your character suffers from compulsive, repetitive behavior pattern. If the character is bored, frustrated, stressed, or exposed to specific triggering stimuli, you roll Resolve + Composure. If the roll fails, your character engages in a particular compulsive behavior for a scene. This behavior may be suppressed by spending a point of willpower. Behaviors might include repetitive hand-washing or cleaning, counting objects around him, lighting small fires, or straightening or arranging items incessantly.
    Resolution: When your character’s compulsion causes her to do something that hinders the group or complicates things

    Corrupted (Persistent)
    Your characters darkest nature and most venial impulses are forced to the surface. While this condition is active, she no longer gain willpower from her Virtue. She can still act virtuously, but no mechanical reward awaits them. Fulfilling her Vice regains Willpower normally. Fulfilling her Vice in a way that leads to a breaking point roll regains all spent Willpower, regardless of whether the breaking point roll succeeds or fails.
    Resolution: Whenever acting out your characters Vice causes a significant personal setback. This condition is usually caused by a supernatural influence or curse; lifting the curse or removing the influence allows this condition to be shed.

    The equipment with this condition is of exceptional quality and distinctive style, inspiring envy and drawing hungry gazes. Once per chapter, the Storyteller may have the equipment’s owner encounter someone who wants to relieve them of the item (by bribery, persuasion, or force). Regardless of method, this attempt has a pool of dice equal to (10 - the item owner’s Integrity).
    Resolution: When the coveted equipment leaves its owners possession.

    Your character is (or believes he is) suffering from a supernatural curse that brings him ill fortune. Choose a particular area in which the curse manifests (the victim’s love life, perhaps, or his safety on the job); any failure in that field becomes a dramatic failure. The victim may spend 1 Willpower to negate this effect for one action.
    Resolution: Remove the source of the curse (if it’s a real supernatural effect) or undergo therapy to break the delusion (if it’s psychosomatic).

    Danger Magnet
    Fate has it in for your character as dangerous occurrences and potentially deadly accidents follow him like a hungry dog. The Storyteller has a pool of dice equal to 10 – (character’s Integrity). Once per chapter, the Storyteller can roll these dice as a Weapon +0 attack against the character, representing a freak occurrence or dangerous mishap of some short (slippery floors, stray bullets, loose wires, etc.).
    Resolution: Take damage in the characters last 3 health boxes from this condition.

    Déjà Vu
    Your character has the remarkable sensation that they are reliving prior experiences. This Condition may be shed at any time to allow the character to succeed on one roll. If this roll is a contested action, the character wins. If the roll is a combat action, the character is considered to have 2 successes on the roll. Until this Condition is resolved, however, the character is distracted and suffers a –1 to all Perception rolls.
    Resolution: Use the Condition, as noted.

    The shock and horror of the situation causes your character to disconnect from his emotions. While this insulates and protects the character against further trauma, it also hampers his ability to relate to or understand others. He is not mechanical, but lacks empathy. The character gains a +1 bonus to subsequent breaking point rolls, but suffers a -2 penalty to Social Rolls that rely on understanding the feelings and motivations of others. If using Social maneuvering (p. 188), the character must open one extra Door.
    Resolution: The character must reconnect with their emotions. Rolling an exceptional success on a social roll resolves this condition.

    Your character has been run ragged and desperately needs a good rest. She suffers a –2 penalty to all physical actions and rolls to remain conscious.
    Possible Sources: Sleep deprivation or persistent nightmares, some Gifts.
    Resolution: The character has restful sleep.

    Your character has felt the touch of the divine and trembled. She feels unworthy and wretched. For as long as the Condition lasts, she suffers a –2 die penalty to Resolve rolls and may not regain Willpower from her Vice.
    Resolution: The character regains Willpower using her Virtue.

    Fortune smiles upon your character. When you roll for a reflexive or instant action, upon discovering the results of that roll, may resolve this Condition and “upgrade” the level of success. The level of success moves up only by one rank – a Dramatic Failure becomes a Failure, a Failure becomes a Success, or a Success becomes an Exceptional Success. In describing how it manifests, make it clear that some element of luck is in play.
    Resolution: Use the Condition, as noted.

    Malefactor (Persistent)
    Your character has been exposed to forces that have warped his perspective and values. For as long as he has this Condition, his use of Virtue and Vice is reversed. Your character may regain one Willpower point per scene by fulfilling his Virtue without having to risk yourself, and regains full Willpower once per chapter by fulfilling his Vice in a way that poses a threat to him.
    Resolution: Whenever acting out his Vice causes a significant personal setback. This condition is usually caused by a supernatural influence or curse; lifting the curse or removing the influence allows this condition to be shed.

    Your character’s will is subordinate to an outside influence. She is not obviously hypnotized — she’s a bit quiet and reserved compared to normal, but nothing out of the ordinary. When the influence that inflicted this Condition gives her a command, she cannot resist. If it’s something that she wouldn’t normally do, she might look like she’s been hypnotized or that she’s sleepwalking, but otherwise the character looks and acts normally. Fulfilling the command resolves this condition; she also can’t quite remember what happened while she was Mesmerized. This Condition fades naturally after a scene, which does not count as resolving the Condition.
    Resolution: Fulfill the Command. Take any amount of bashing or lethal damage. Experience a breaking point as part of the command.

    Your character is certain that no one can be trusted, that vast conspiracies are moving against her, and that random coincidences are the signs of a greater plan. She removes 1 die from all Composure-based dice pools. In addition, when the Condition is applied, choose one thing the character fixates on as a sign of the forces moving against her (a common turn of phrase, a color, a particular corporation/government entity, etc.) Anyone she associates with that sign is regarded as a threat.
    (If a conspiracy actually is out to get her, choose something that actually represents that conspiracy.)
    Resolution: The character is confronted with conclusive proof that no one is out to get her, or she exposes the conspiracy.

    Your character gains an overwhelming confidence in his capabilities, becoming disdainful of caution or deliberation. He suffers a -2 penalty when taking extended actions. Any rolls to compel your character to impulsive action achieve exceptional success on three successes instead of five.
    Resolution: The character acts on his first impulse, regardless of the consequences.

    Your character has been returned to life by unnatural means. This condition can only be applied to a mortal character that has been killed. The character retains all traits, anchors, and integrity, and gains the following;
    The character gains +1 dot in Strength and Stamina.
    They heal bashing damage normally, but cannot heal lethal or aggravated damage. They do not check for unconsciousness when their health boxes are filled with lethal and reduce all Wound penalties by 1.
    The character suffers a point of lethal damage every [Integrity] number of days as their body begins to rot.
    Once they have taken a point of lethal damage in their last 3 health boxes they suffer a - 3 penalty to Social die pools as the physical damage and advancing putrescence become harder to ignore. Once the health boxes are filled with lethal, the Resurrected does not check for unconsciousness and continues to function, but is obviously an unnatural creature that could potentially trigger breaking points in others or themselves as they have to confront what they have become. Once the creature’s health boxes are filled with aggravated damage this condition resolves and the creature dies (again).
    Resolution: As noted above.

    Your character embrace cruelty, her sympathy vanishes and she has nothing but spite for any weakness shown or perceived. This cruelty inflicts a -2 penalty to all Social rolls that don't involve fear and intimidation. When using Social Maneuvering, the characters First Impression is downgraded by one step, except if she is using Intimidation to force others to your point.
    Resolution: The character suffers a major setback due to the social consequences of this Condition.

    The equipment with this condition is always seems to turn-up where it where it can cause the most trouble. Once per chapter, the Storyteller may place this object into a scene with a character that has made a Breaking Point roll for acting in accordance with their Vice. If the character takes possession of the object, they gain a +2 bonus to Breaking Points caused by acting in accordance with their Vice for as long as they possess the object. However, such objects are fickle and can vanish just as mysteriously as it arrived. The Troublemaker disappears the next time its possessor leaves it unattended.
    Resolution: When the Troublemaker leaves its owners possession, voluntarily or otherwise.

    Tuned Up
    The vehicle has been freshly tuned, restoring performance to showroom quality. The driver may resolve this condition to gain a +2 bonus to the Vehicles Dice Modifier and a +10 bonus to Speed for the remainder of the scene.
    Possible Sources: Achieving an exceptional success on a Build Equipment roll.
    Resolution: As described above

    Your character wants for the sake of wanting. He’s distracted with temptations of excess and indulgence. Any Composure or Resolve rolls to resist temptation suffer a –2 die penalty. As well, the character that brought forth this Condition achieves exceptional success on three successes instead of five when making any rolls to tempt your character.
    Possible Sources: Cursed Relics
    Resolution: Indulge in something that constitutes a breaking point.

    Last edited by Reighnhell; 03-22-2018, 11:43 PM.

  • Reighnhell
    Re: Revisions

    Tessie - these are good suggestions, and I have updated accordingly.

    Re: Breaking Points

    I would judge potential braking points on a case by case basis, observing a general rule that if something isn't a breaking point for the character normally, then it wouldn't be a breaking point when a Relic is used.
    ex. If a Relic calls for drinking human blood. This would be a breaking point for the majority of mortals, but for a Vampire its a slow monday, so I wouldn't call for a breaking point/degeneration roll.

    Leave a comment:

  • Tessie
    Originally posted by Reighnhell View Post
    The Bounds’s Synergy is equivalent to a mortal’s Integrity, except when using a relic strongly related to death, ghosts, the underworld and similar concepts. In these instances the Sin-Eater has an equivalent Integrity of 8.
    Shouldn't it be the higher of 8 and their Synergy, like how you wrote Arisen?

    Originally posted by Reighnhell View Post
    Deviant: A Remade’s connection to their humanity falters as the grow more unstable. A Deviant with no Instabilities is equivalent to Integrity 8. Each Instability (minor, medium or major) reduces this score by one (to a minimum equivalent of Integrity 1).
    I would just take their Stability rating modified by their Instability penalty. It'd put the average Integrity lower than your suggestion which I find is more appropriate for Deviants. Also, the End Stage Condition should probably set it to 0 until resolved.

    Originally posted by Reighnhell View Post
    Ephemeral Entities: Ephemeral beings (assuming they can use a relic at all) use their Rank as an Integrity equivalent.
    What about those ephemeral entities that has Integrity?

    Leave a comment:

  • ajf115
    Thanks for the clarification! I presume that if something would be a Breaking Point for a being with Integrity you just judge the act against their morality stat? E.g. using something magical wouldn't be a Compromise for a demon unless it doesn't agree with their Cover, while killing someone to use a relic would probably be a sin against Wisdom.

    Leave a comment:

  • Reighnhell
    It's been a while since I've made any updates here, but I'm glad to answer your question!

    RE: Integrity and Supernatural Creatures

    In certain cases, the power and drawbacks of a Relic are tied to the users (or the targets) Integrity. But from time to time, a relic falls into the hands of someone or something that is not explicitly mortal. Many such relics cannot be used by such beings, but for those that do not have that limitation, use the following guidelines.

    Vampire: A Vampire’s Humanity is analogous to a mortal’s Integrity and would be used in a similar fashion in most instances.

    Werewolf: A Werewolve’s Harmony represents their current spiritual state, and is at its strongest when balanced. For game mechanics purposes, a Werewolf with Harmony 5 is equivalent to Integrity 8, with each point above or below Harmony 5 reducing this score by one.

    Mage: A Mage’s Wisdom is analogous to a mortal’s Integrity and would be used in a similar fashion in most instances.

    Changeling: A Changeling’s Clarity can fluctuate wildly as they struggle with their perception of reality. A Changeling’s Clarity score, modified by any penalties from Clarity damage, becomes their equivalent Integrity.

    Promethean: The Promethean’s Pilgrimage strives to achieve the mortality others shun or take for granted, but it is a difficult road. The Promethean’s current Pilgrimage score is equivalent to a mortal’s Integrity.

    Hunter: Hunter’s use Integrity and are considered mortal, and may use relics that supernatural beings cannot.

    Sin-Eaters (the Bound): The Bound do not have an Integrity analog, and rely upon their Synergy when interacting with relics. The Bounds’s Synergy is equivalent to a mortal’s Integrity, except when using a relic strongly related to death, ghosts, the underworld and similar concepts. In these instances the Sin-Eater has an equivalent Integrity of 8 unless their Synergy is higher, in which case they may use that score instead.

    Mummy: The Arisen are masters of Relics. A Mummy is treated as having an Integrity of 8 when dealing with relics. If their Sekhem or Memory is higher, they may use that score instead.

    Demon: A Demon can subtly alter how they interact with relics. The Demon may choose what their equivalent Integrity is when using a Relic (to a maximum of their Cover).

    Beast: The Begotten’s Satiety governs how they relate to Relics. The Beast’s current Satiety score is equivalent to a mortal’s Integrity.

    Deviant: A Remade’s connection to their humanity falters as the grow more unstable. A Deviant’s Stability rating, modified by any with Instability penalties, becomes their equivalent Integrity. A Deviant with the End Stage Condition is equivalent to Integrity 0.

    Ephemeral Entities: Ephemeral beings (assuming they can use a relic at all) use their Rank as an Integrity equivalent. For ephemeral entities that retain their Integrity (such as Ghosts) they may use that score instead if higher.
    Last edited by Reighnhell; 12-05-2019, 08:58 PM. Reason: suggested revisions

    Leave a comment:

  • ajf115
    Reighnhell I have a quick question regarding relics that use Integrity, particularly the Silver Chalice - how would you rule they interact with un-Integritylike morality stats, in particular Cover? Would a demon just not have to deal with the Deprived condition or...?

    Leave a comment:

  • blindST
    I really like this thread. I also like the other three. Have you checked out the Book of Contemporary Magical Things? Or the new, and equally rad, Book of Contemporary Magical Places? Like, it fits a Mortal game perfectly.

    Leave a comment:

  • Reighnhell
    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.


    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.

    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.

    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.”

    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.

    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.

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  • GibberingEloquence
    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.

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  • nathanritzel
    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


    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.


    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.


    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.

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  • Reighnhell
    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

    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.

    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

    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.

    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.

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  • Vent0

    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

    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

    <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.
    Corwin's Deed ●●

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  • Vent0
    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 ●●

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

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  • Reighnhell
    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

    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.

    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

    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.

    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.

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