Relics

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Relics

Clarifications & House Rules

Acquisition/Creation

Storied vs. Crafted

  • Relics are either Storied or crafted/created. For purposes of this the term 'Storied Relic' refers to Relics tied to significant/potent people, events, and the like. This can also include Relics created by ancestors, NPCs, etc. The term 'Crafted Relic' refers to Relics made through the Relic Creator merit. Many Supernatural spheres cannot buy Storied relics; check with your sphere staff if you have questions.

Relics and Gifting

  • Relics are paid for once and then never again. If a relic is given to another PC (which must be done while both gifter and giftee are unfrozen, and must be documented via +job), the giftee doesn't pay for the relic; the gifter does not receive a refund.
  • Storied relics and crafted relics may be gifted between PCs, even those who can not buy a storied relic on their own. Abuse of this is easily noticed; please don't.
  • Crafters do not have to pay for the relics they make, but they may pay the xp for them and gift them, or the recipient may pay the XP. This must be declared in the crafting job.

Relic Crafting

  • We have our own system for creating Relics. Please find it here: Relic Crafting
  • Relic Creators may create as many relics as they wish in a month, so long as they have enough time to craft them.

Relics as Vehicles

  • Relics as Vehicles use standard vehicle traits from the WoD Core Rulebook or Armory, as appropriate to the vehicle, unless using the crafting rules and performing the appropriate rolls and Resources expenditures prior to enchanting the vehicle.


Storied Relics

  • You may only purchase one Storied Relic per month. All found/purchased/whatever Relics that come to your character other than through a PC with Relic Creator, are considered Storied Relics.
  • Storied Relics must be written up in the same format as crafted Relics. This format can be found here: Relic Crafting.
  • All Storied Relics require a story! This serves as a "justification" for obtaining the Relic, and also explains why this item is magic.
  • Storied Relics require a PrP; the exception is for Relic Creators, who forsake their Crafting Discount for their monthly Storied Relic. The relic must be approved before the PrP is run; the PrP need not be, unless it's a 4 or 5-dot relic.
  • Storied Relics at 4 and 5 dots require a pre-approved PrP; the relic and the plot should be completely approved before the plot is run.
  • Mages and Changelings are not permitted to purchase Storied Relics, and must obtain all Relics via a PC Relic Creator.

Relics during Character Generation

  • Characters are allowed to take the Relic merit during character generation if and only if they are permitted to have Storied Relics (see above). Characters not permitted to have Storied Relics cannot start with Relics. These Relics are considered Storied relics and follow all the same rules and restrictions and they must be submitted in the same format as found here.
  • CG Relics are limited to 10 dots of the Relic Merit, and a maximum of three Relics. (i.e., a player could take two 5-dot Relics, or one 5-dot Relic, and a 2-dot Relic, and a 3-dot Relic.)
  • Relics obtained during character generation remain the purview of Equipment Staff, and will be approved by Equipment Staff. You must submit Relics via +req/Relic for review, outside of your chargen job. Please submit each Relic in a separate job for ease of tracking and discussion.


Relic Power Limits

  • Relics may have no more than 10 points in Powers. Any Relic with more than 5 dots in powers must be brought back down to 5 or lower with Drawbacks, as the Relic merit only has values from 1-5.
  • The lowest that a Relic's level can be brought down to with Drawbacks is 1. If a Relic has a 1-dot power, and 15 dots of Drawbacks, it is still a 1-dot Relic.


Gut Check

  • Every relic, like every other supernatural item, is subject to a gut check on the part of staff. If it's technically correct but fails the gut check, staff will try, if possible to suggest alterations so that the relic will work.

Unique Powers/Drawbacks

  • Just as in the book, we allow "unique" Powers and Drawbacks. These are Powers and Drawbacks created by the player, and are not found in the book. These Powers will be heavily scrutinized, and will require thorough write-ups. Here are some guidelines to creating unique Powers:
    • Is it a rare power in a sphere? If so, it is unlikely we will allow it in a Relic.
    • Are you getting a sphere power for a cheaper cost? Relics are cheap compared to super powers. If you're getting a deal, it is unlikely we will allow it in a Relic.
    • Is there any similar power in any book? Finding similar concepts in the books allow us to balance your power out.
    • Relics mostly affect the user of the Relic. If you wish to affect other people (specifically in the negative), it likely won't work.
    • Battery of Will cannot store other pools (i.e., no Battery of Mana or Battery of Vitae).


Modification

  • Relics may only be modified by a PC with the Relic Creator merit. Modifications may only take the following forms:
  • Upgrading Powers
    • Tweaking a Relic with a variable cost Power to have a more potent version, or a thematic upgrade such as Protection Charm (Bashing) up to Protection Charm (Lethal), is acceptable. Adding wholly new powers is not. This will increase the Relic level of the item, and the Relic Creator or owner must pay the XP (whoever paid for the item).
  • Removing Drawbacks
    • This is only possible with Cursed Relics (those with more Drawbacks than powers), or if removing the Drawback wouldn't cause the power to go over 5 dots. Uses the Imbuement Ritual rules, minus the bonus for Crafting or Special Materials. Requires 5 successes per dot of Drawback to be removed. This will increase the Relic level of the item, and must increase it to 1 or higher in a single go. Someone must pay the XP for the newly un-cursed/modified Relic.


Spirits/Ghosts/Demons:

  • Relics that deal with spirits or ghosts may also affect demons, depending on the specific power and its use (see Entrap Entity below). Ask if you're unsure.


Teamwork Benefits

  • Teamwork may be used in all aspects of the Relic crafting process.


Willpower Per Round:

  • Any Relic which costs more than 1 Willpower to activate, but has an action type of Reflexive allows the spending of its full amount of required Willpower (or other stat) regardless of the usual rules for spending. However, for Willpower this counts as your '1 Willpower per round'. No spending 2 Willpower to reflexively activate your Relic, only to turn around and spend Willpower for bonus dice on an action within the same round.
  • Any relic which costs more than one Willpower to activate but has an action type of Instant requires multiple rounds to activate.


Powers, Drawbacks, Alternate Costs

The below list contains our house rules for certain powers, Drawbacks and alternate costs where we differ from what is in the book. The full list can be found in The World of Darkness: Reliquary, starting on page 84. Staff may add or change any house rules as we find necessary. Please note that any drawbacks taken will apply to any activation of any and all powers of a relic.

Powers

Armor:

  • Any Relic powers which grant armor must have their values split between Melee and Ballistic effect, and permanently set at time of creation. A piece of body armor with Equipment Bonus (Armor) +5, for example, could be set at creation with bonus be +1/+4, or +3/+2, or even +0/+5.
  • Powers granting an armor bonus to other items, the armor bonus they grant is set at creation and cannot later be altered. Armor altered with such a relic cannot exceed a total of 5 armor for either General or Ballistic from all sources (base armor, relic bonus, and any other powers or bonuses).
    • Example: A Kevlar Vest is rated at 1/3. An Equipment Bonus +4 may be split or applied wholly to one pool as long as neither pool goes above five total. If +2/+2 is chosen, the armor will be rated at 3/5. Again, piece of armor can go above an armor rating of 5 for either melee or ballistic, and this may not later be altered.


Confer Equipment Bonus vs Equipment Bonus:

  • Confer Equipment Bonus allows a Relic to grant a different item an equipment bonus when the Relic is activated and the correct rolls are made. (A sharpening stone with Confer Equipment Bonus can mystically grant any other blade a +2 bonus, after 2 Willpower is spent and an appropriate roll is made, vs. an enhanced blade which has an Equipment Bonus.)
  • Equipment Bonus is a flat bonus added to the Relic that always applies when it is used. (A Relic knife gives +2 to Weaponry attacks, every time it is used in an attack.)
  • The Skill that the Bonus applies to is chosen at the time of a Relic's creation. (i.e., grants bonus to Weaponry, grants bonus to Firearms, Computers, etc)
  • Equipment bonuses stack only with an equipment's base stats. Adding a +3 bonus to a sword that already grants a +3 equipment bonus nets +6, however, if a Mage or Changeling augments that sword, only one power or another can be used, not both powers and the base equipment rating.
  • This bonus only applies to using item. Holding a +3 knife does not give +3 Weaponry to the hammer in your other hand.


Defend:

  • As the Relic disorients the monster, this applies to all effects, harmful or beneficial, that the monster uses on the wielder of the Relic and those protected by it. It does not affect Purified, Ghosts, or any other being which explicitly uses Morality but is not human. It does affect Spirits, Demons, any other non-human being that does not use an explicitly defined morality system (such as hobs) or any being that uses an alternate morality system (such as Mages, who are inherently human but use an alternate morality system, or Werewolves, who are not completely human).


Durability:

  • We do not use the Durability power for Relics; for universality's sake, we use the same rule as Fetishes: a Relic has Durability equal to its final Relic level. The 3-dot Unbreakable power is still available.


Entrap Entity:

  • The Cost of this Power is 2, and each instance applies to Ghosts OR Spirits OR Demons. It may be purchased more than once on the same item, to include another type of ephemeral entity.


Forgettable:

  • Attempting to attack someone while under the effects of Forgettable works as follows: the victim is penalized in their Wits + Composure roll to detect the surprise attack by a number of successes equal to the activation of the Relic.


Object Killer:

  • Relics with this power ignore the Durability of items, doing damage directly to their Structure.
  • Object Killer vs. Armor: Armor can withstand a number a number of attacks equal to its Melee armor rating before being rendered useless until repaired in some fashion (generally making it useless for the rest of that scene).
  • Objects with the Unbreakable power are immune to Object Killer.


Potent Success, Attribute

  • The 3-WP cost for Brawl, Weaponry, or Firearms also includes Athletics rolls for Archery or Throwing attacks.
  • If your Potent Success, Attribute is set to Athletics, you may choose to spend 2 Willpower and gain it for non-combat actions for the power's duration (usually a scene), but cannot later during its duration spend 1 Willpower to gain the bonus to your combat actions. You must re-activate it for an additional 3 WP.
  • However, you may activate Potent Success, Attribute for Athletics for 3 WP and have it apply to all actions for the duration, combat and non-combat.

Reward Temptation:

  • This power is not available; it is not logistically feasible for a MU* environment.

Sense Creature:

  • For clarification on this power, including what can and cannot be sensed, please see here: Sense Creature


Skeleton Key:

  • If a roll would require more than the 7 successes covered by this Relic, the character must still make the necessary roll, and gains the 9-again effect, but needs 7 successes less than would otherwise be required.


Soul Inheritance:

  • This power is not available; it is not logistically feasible for a MU* environment.

New Powers

Physically Bonded (2, 3, or 4):

  • This acts as Bonded but is a required power for any Relics that are permanently a part of the body. Tattoos, skin grafts, piercings that cannot simply be yanked out. The 2-dot version allows the Relic to be damaged and destroyed like any other, with Lethal damage done directly to it (i.e., called shot, not just random damage, though sufficiently overwhelming/all encompassing damage like full body burns would apply). Once broken, it no longer functions. The 3-dot version means damage merely causes the Relic to suppress and once it's healed it returns to function (and in the case of burns, that section of skin will return to its former appearance, unburnt). The 4-dot is as the 3-dot, but the Relic doesn't stop functioning unless that portion of the body is completely removed (arm cut off). Fully removing a Physically Bonded Relic of the 3- or 4-dot variety requires the expenditure of 3 points of Willpower by the one doing the removal, as part of the process; this means that at least three consecutive rounds must be spent on the effort, and willpower may not be spent for any other reason during that time.


Drawbacks

Curses

Danger Magnet:

  • This power is not available; it is not logistically feasible for a MU* environment.


Debilitating Loss:

  • The Attribute/Ability penalty goes into effect in the next scene your character is in, no matter how long ago the character used the relic's power; it still lasts for a full day. Please RP it out accordingly - what fun is a drawback that never gets any play, after all?


Ill Effects:

  • The penalty from Ill Effects begins at the activation of the Relic that triggers it and lasts until the end of the scene.


Insidious Bargain:

  • This power is not available; it is not logistically feasible for a MU* environment.


Vulnerability:

  • The effects of the Vulnerability curse are not applied to any pool the Defend power would protect one from. Their effects are directly contradictory, and the Defend power takes precedent. Any power used from far enough away not to be penalized gains the +2 bonus as usual.


Alternate Costs:

  • An 'Alternate Cost' which replaces the activation Cost of a Relic, or serves as a secondary manner of activating the Relic if the Cost can't be paid, does not count towards reducing the final level of the Relic. i.e., if something costs 2 Willpower and you want it to use 2 Vitae, or a 2-dot Curse instead of or as an alternative to the 2 Willpower, you may, but it will not reduce the level of the Relic.
  • 'Alternate Costs' used in addition to the normal activation cost reduce the Relic's final dot value as normal.
  • If the alternate cost which replaces the normal cost has a value higher than the relic's normal activation cost, the difference reduces the value of the Relic (e.g., a 3-point Curse replacing a 1 Willpower cost would net -2 on the final Relic level).


Conditional:

  • Conditional is not limited to entirely environmental circumstances. A Relic that only functions in regards to certain types of creatures, or requires the user to belong to a particular organization, might also qualify as Conditional.
  • Repeatedly using the same Condition as a drawback (especially those which require the user to belong to or maintain status in a particular organization) on multiple relics may cause a relic to fail 'gut check.'


Locational:

  • These will be guidelines more than strict, unalterable rules, given the nebulous nature of 'Grid Square' vs actual size, and this chart may be altered to reflect that as issues come up.
Level Area
Fallcoast, Hanging Hills, or surrounding areas
•• 3-4 Consecutive grid squares
••• 2 Consecutive grid squares
•••• 1 grid square
••••• Less than 1 grid square, unique location (single building, graveyard)


Sacrificial:

  • When setting damage inflicted and dot value, use the Leech of Life Drawback as a guide for what's appropriate.


Relic Reforging

Sometimes things change; goals and orientation of characters change, and sometimes you find the Relic you made just isn't doing you any good. Reforging a Relic allows you to remake an item into something of similar design. A bracelet becomes a necklace with new Powers and Drawbacks. A sword is melted down into a knife, or parts of a gun.


When Reforging a Relic; the overall Rank, after it is completed, must be the same. If it was a Relic 3 before, it has to come out to be a Relic 3 after. XP discounts from PC creation will carry over from the prior Relic, so long as the base Imbuement roll is successful. Basically you get to change the name, Powers, Drawbacks, etc. It still takes your number of days to Craft as it would as if you were making a new Relic, and it consumes one of your relic creation slots for the month. So if you can make 3/month, and you choose to Reforge one, you can only make 2 more in that month.