Greetings,
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.
Notes
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.
Conditions
Awestruck
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.
Berserk
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.
Captivated
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.
Coveted
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.
Cursed
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.
Disconnected
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.
Exhausted
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.
Humbled
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.
Lucky
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.
Mesmerized
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.
Paranoid
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.
Reckless
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.
Resurrected
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.
Sadism
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.
Troublemaker
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
Wanton
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.
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.
Notes
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.
Conditions
Awestruck
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.
Berserk
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.
Captivated
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.
Coveted
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.
Cursed
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.
Disconnected
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.
Exhausted
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.
Humbled
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.
Lucky
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.
Mesmerized
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.
Paranoid
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.
Reckless
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.
Resurrected
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.
Sadism
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.
Troublemaker
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
Wanton
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.
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