Originally posted by Reighnhell
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Re: Relics of Vecna
These were tricky - Each edition of D&D from AD&D onward has its own version of these items and the D&D ruleset(s) have fundamentally different expectations, scale, and play style than CofD. That being said, I think these capture the feel of the items while being at home in the CofD play style.
Eye of the Whispered One ●●●●●
It is said that this item is the mummified left eye of an ancient king who ruled a domain somewhere in Eastern Europe. This ruler, known only as “The Whispered One” was known for both his wickedness and his great mystic abilities. Legend has it that he was betrayed by his own lieutenant and slain, with his left eye and left hand being severed in the assault. Whether or not there is any truth to these legends is debatable, but the power within the Eye is undeniable. The Eye itself appears as a mummified human eye, stained blood-red and cold to the touch. The Eye of the Whispered One grants its equipment bonus to investigation and research rolls involving Occult secrets and mysteries.
Equipment Bonus: +3 Size: 0 Durability: 2(7) Availability: 5
Powers
Indestructible: The Eye is sustained by potent otherworldly power that makes it effectively indestructible. It regenerates a point of Structure every night even if it's been destroyed previously.
To use the following abilities, the possessor must spend 5 points of willpower to gain the Bonded Relic condition.
The Evil Eye: With a baleful glare, the user can lay a potent curse. The user gains access to the Evil Eye Merit (Hurt Locker, pg. 73) for as long as they wield the Eye. If the wielder uses both the Hand and the Eye of the Whispered One, then wielder may use Evil Eye to inflict the Insane or Sickened (Grave) Tilts instead.
Second Sight: The Eye grants its user uncanny perceptive abilities. The wielder does not suffer normal vision penalties for being in the dark. In full darkness, they only suffer a –2 die penalty to rolls that require vision. In addition, the user gains access to the Aura Reading Merit for as long as they wield the Eye.
Drawback
Maiming: In order to use the Eye, the wielder must place the relic in their left eye socket. Typically this means gouging out their own eye to make room. While the Eye is in use, the wielder can see normally, and the eye takes the appearance of a typical (if discolored) human eye. If the Eye of the Whispered One is ever removed, the lost organ cannot be restored, resisting even supernatural abilities of regeneration or replacement. The user gains the Blinded Tilt as a persistent Condition.
Malefactor: The Eye brings out the worst in its wearer. The wearer gains the Malefactor Condition for as long as they wield the Eye. If the wielder uses both the Hand and the Eye of the Whispered One, they gain the Corrupted Condition instead.
Hand of the Whispered One ●●●●●
It is said that this item is the mummified left hand of an ancient king who ruled a domain somewhere in Eastern Europe. This ruler, known only as “The Whispered One” was known for both his wickedness and his great mystic abilities. Legend has it that he was betrayed by his own lieutenant and slain, with his left eye and left hand being severed in the assault. Whether or not there is any truth to these legends is debatable, but the power within the Hand is undeniable. The Hand itself appears as a blackened, mummified human hand. The Hand of the Whispered One grants its equipment bonus to rolls involving gripping power (including grapples).
Equipment Bonus: +3 Size: 1 Durability: 2(7) Availability: 5
Powers
Indestructible: The Hand is sustained by potent otherworldly power that makes it effectively indestructible. It regenerates a point of Structure every night even if it's been destroyed previously.
To use the following abilities, the possessor must spend 5 points of willpower to gain the Bonded Relic condition.
The Diabolic Grasp: The Hand possesses an enervating power, capable of draining vitality with a touch. The user gains access to the Numbing Touch ●●● Merit (using a dice pool of Presence +Occult +Numbing Touch) for as long as they wield the Hand. In addition, the brawling strikes made with the Hand deal lethal damage. This Merit gains an additional two dots if the wielder uses both the Hand and the Eye of the Whispered One.
Unholy Sigil: With an arcane gesture the wielder can defend themselves against hostile supernatural powers. The wielder may spend a point of Willpower and make a Wits+ Occult roll. If successful, they gain the Supernatural Resistance ●●● Merit (Hurt Locker, pg. 78) until the end of the scene. On an exceptional success the duration is extended until the next sunrise.
Drawback
Maiming: In order to use the Hand, the wielder must place the relic onto the stump of the wielders left arm. Typically this means cutting off their own left hand to make room. While the Hand is in use, it functions as a normal hand would but retains its mummified appearance. If the Hand of the Whispered One is ever removed, the lost limb cannot be restored, resisting even supernatural abilities of regeneration or replacement. The user gains the Arm Wrack Tilt as a persistent Condition.
Malefactor: The Hand brings out the worst in its wearer. The wielder gains the Malefactor Condition for as long as they wield the Hand.
If the wielder uses both the Hand and the Eye of the Whispered One, they gain the Corrupted Condition instead.Last edited by Reighnhell; 01-17-2018, 12:21 AM.
The Artificer's Workshop - A collection of Exalted Artifacts
Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
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Mr. Reighnhell, I have some questions on the subject of your items and systems in this topic:
1. How do they differ from Bygones in God Machine Rules Update? Or are they mostly the same with your items from here?
2. How would you let PCs uncover Powers and Drawbacks of them? Simply extended Research roll on Intelligence+Academics or Occult? If yes, how would be success limit for each item? 5 Successes per each dot of item?
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RE: Bygones
The Bygone rules are interesting. They were introduced well after I started writing up Relics (primarily using rules from Reliquary with an ample amount of home-brewed adjustment). Ultimately, they are meant to represent the same types of items; objects of mysterious origin with strange abilities. Bygones are essentially Relics that aren't described in terms of Dots per Effect and they are used more as events/encounters than items to be acquired (although the line between those distinctions is blurry).
As far as discovering the history and abilities of a Item (hopefully before you gouge out an eye), treat it like researching an Ephemeral Entity (CofD, pg.139), using the items dot rating in place of Rank. Since Bygones do not have a dot Rating, I would default to a effective Rating of 3 - adjust the number of required successes up or down depending on how challenging you want to make the research ( Mikes smokes might reduce the target number by two while Abella’s Mirror might increase the target number by 4).
Hope that helps!
The Artificer's Workshop - A collection of Exalted Artifacts
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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Oh, yeah, it helps!
But one more question on subcject - If using 2E Mage Sight rules for mages, what would be starting Opacity rating for your Relics? Their Dot Rating? And as those are more Fallen World items than Supernal, they add +1 to Opacity?
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
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Re: Relics and Mages
I set up these relics for a largely mortal-facing campaign, but it is worth notation how they would interact how the operate when encountered by various supernaturals. Since wyrdhamster has raised the question in this thread (and here), I will address it below by topic.
Opacity
A Relic is intended to be Mysterious. I leave whether or not a particular item is Supernal deliberately ambiguous so it can be tailored to the needs of your campaign, but most Relics are non-supernal in nature;Opacity is equal to its Dot Rating.
Integrity Breaking Points
When designing Relics, I leverage whether or not it causes a Breaking point as a cost-mitigating factor. I use it in cases where there is a particularly unsettling, soul-damaging or plain evil aspect of using the Relic. This goes above and beyond a Mortals typical response to interacting with the Supernatural. For a Mage, if the item triggers a breaking point at a 0 or -1 penalty, it is an Understanding Act of Hubris. If the item triggers a breaking point at a -2 or -3 penalty, it is an Falling Act of Hubris.
Soul Loss
At the time I am writing this, I have created a total of 125 Relics - of these only two (The Devil's Due and O’Grady’s Gloves) have Soul Loss as a consequence of activation. A few others can inflict Soul Loss as one of its powers ( The Harvester and Undying Love). In either case, a Mage would treat this as they would any other hostile soul magic. While a Mage has access to powerful protective magic, without it they are as vulnerable to having their souls attacked as any Mortal. However a Mage is far more likely to know if a Relic has soul stealing powers, and they can decide well in advance if that is a cost they want to pay.Last edited by Reighnhell; 01-10-2017, 10:01 PM.
The Artificer's Workshop - A collection of Exalted Artifacts
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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Originally posted by Reighnhell View PostOpacity
A Relic is intended to be Mysterious. I leave whether or not a particular item is Supernal deliberately ambiguous so it can be tailored to the needs of your campaign, but most Relics are non-supernal in nature;Opacity is equal to its Dot Rating.
From Signs of Sorcery Mage Sight preview:
• Abyssal Mysteries and those from similarly alien realms (the Lower Depths, splinter timelines, and the like) almost always have a higher Opacity than those that originate in the Supernal or Fallen Worlds.
• Even if the Mystery isn't Supernal, if it falls under the purview of multiple Arcana, increase the Opacity by 1 for every additional Arcanum that applies.
• If the Mystery is an example of a well-catalogued phenomenon (for example, an instance of Astral possession in Los Angeles), lower the Opacity by a point or two.
Originally posted by Reighnhell View PostIntegrity Breaking Points
When designing Relics, I leverage whether or not it causes a Breaking point as a cost-mitigating factor. I use it in cases where there is a particularly unsettling, soul-damaging or plain evil aspect of using the Relic. This goes above and beyond a Mortals typical response to interacting with the Supernatural. For a Mage, if the item triggers a breaking point at a 0 or -1 penalty, it is an Understanding Act of Hubris. If the item triggers a breaking point at a -2 or -3 penalty, it is an Falling Act of Hubris.
Originally posted by Reighnhell View PostSoul Loss
At the time I am writing this, I have created a total of 125 Relics - of these only two (The Devil's Due and O’Grady’s Gloves) have Soul Loss as a consequence of activation. A few others can inflict Soul Loss as one of its powers ( The Harvester and Undying Love). In either case, a Mage would treat this as they would any other hostile soul magic. While a Mage has access to powerful protective magic, without it they are as vulnerable to having their souls attacked as any Mortal. However a Mage is far more likely to know if a Relic has soul stealing powers, and they can decide well in advance if that is a cost they want to pay.
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
LGBT+ through Ages
LGBT+ in CoD games
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Re: Relics and the Supernal
I have written up the Relics with the deliberate intent that their origins are vague and left to the desires of ST. In a Werewolf game, you can say they some are fetishes, in a Vampire game, perhaps the result of Blood Magic, and (of course) for Mage some could have a supernal source. That being said, a +1 modifier for being explicitly non-supernal would not be game breaking (and I appreciate anything that makes a Mage have to work for a living!)
Re: Mage Sight
Indeed. Mage Sight is exactly the thing that a Mage would use to see exactly what a Relic is capable of. Its just the thing to avoid those pesky mind-altering and soul warping hidden costs.Last edited by Reighnhell; 01-13-2017, 12:38 AM.
The Artificer's Workshop - A collection of Exalted Artifacts
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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Originally posted by Reighnhell View PostMage some could have a supernal source.Relics are written from your perspective as items forming in Fallen World, part's of it's weird collections of various 'magics', and as such would be cataloged by Mysterium as much more Fallen World's children than Supernal items.
Originally posted by Reighnhell View PostThat being said, a +1 modifier for being explicitly non-supernal would be game breaking (and I appreciate anything that makes a Mage have to work for a living!)
Originally posted by Reighnhell View PostRe: Mage Sight
Indeed. Mage Sight is exactly the thing that a Mage would use to see exactly what a Relic is capable of. Its just the thing to avoid those pesky mind-altering and soul warping hidden costs.
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
LGBT+ through Ages
LGBT+ in CoD games
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Quick edit - I meant "Would not be game breaking"
Re: Supernal Relics
I see where you are coming from. Supernal as in Manifested from the Supernal Realms would indeed be an idealized item, which these Relics are far too broken and scarred to be. I was thinking more Supernal as in A Mage threw Arcana at a Toaster until it did something cool. Those items I would say have as much potential to be unorthodox and flawed as the hands that make them.Last edited by Reighnhell; 01-13-2017, 12:46 AM.
The Artificer's Workshop - A collection of Exalted Artifacts
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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Originally posted by Reighnhell View PostQuick edit - I meant "Would not be game breaking"
Originally posted by Reighnhell View PostRe: Supernal Relics
I see where you are coming from. Supernal as in Manifested from the Supernal Realms would indeed be an idealized item, which these Relics are far too broken and scarred to be. I was thinking more Supernal as in A Mage threw Arcana at a Toaster until it did something cool. Those items I would say have as much potential to be unorthodox and flawed as the hands that make them.
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
LGBT+ through Ages
LGBT+ in CoD games
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Originally posted by Reighnhell View PostI was thinking more Supernal as in A Mage threw Arcana at a Toaster until it did something cool. Those items I would say have as much potential to be unorthodox and flawed as the hands that make them.
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Re: Relic Origins
When I write these up, I normally have a "True Origin" in mind, but sometimes only hint at it in the text. I like having a variety of possible sources, because in play I can let the players effectively "pick" the origin that best fits the game we are playing or the personal theory that the players come up with. Many times I will adjust things on the fly if the players purposes a theory that I like better; that "theory" becomes the truth. One of my elements of my Storytelling Style is to do extensive world-building, and to have a large amount of pre-fabricated material and mechanics I can drop in at a moments notice, but to also be flexible enough to alter course at any time based upon what the players are doing, and which elements they respond to. These Relics are all built with that philosophy in mind.
The Artificer's Workshop - A collection of Exalted Artifacts
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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