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.


Relic Crafting

  • We have our own system for creating relics. Please find it here: Relic Crafting
  • Relic Creators may create a number of Relics in a single month equal to half their Occult rating, including a Relic specialty, rounded down. The maximum number of relics per month is 3, and requires 5 dots of Occult and an occult specialty in Relics.


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. As such, storied relics cannot be justified for a lower xp cost.
  • Storied relics at 4 and 5 dots require a PrP to be obtained. If you need assistance formulating a PrP, or have questions if a PrP is acceptable, please contact Relic Staff.


Relics during Character Generation

  • Characters are allowed to take the Relic merit during character generation. Characters will pay the full xp cost for these relics, and they will be considered storied relics. These relics follow all the same rules and restrictions as storied relics, and they must be submitted in the same format as found here.
  • Characters are limited to 10 dots of the Relic Merit, and a maximum of three relics. (Ie, 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 relic staff, and will be approved by relic staff.


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 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.


Additional Information

    • Right now, we're not allowing Powers not listed in the books (mainly Reliquary). While this may change in the future, custom Powers are not available. Those Powers that have a listed variable can still be one or the other variable.
    • We do not allow automatons.
    • We do not allow aura conceal/aura alteration/anything else that might hide what you "really" are.
    • Battery of Will cannot store other pools (ie, no Battery of Mana or Battery of Vitae).


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 can be applied to making Relics - both characters must have the Relic Creator merit.


WP Per Round:

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


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.

Powers

Armor:

  • Equipment Bonus can be applied to existing armor, at a +1/+0 or +0/+1 per dot of the power taken. This is chosen at time of creation, and must still be activated as per the listed Power.


Defend:

  • With the change to the Integrity system, all characters function on Integrity (even if the name remains as it was (Wisdom/Harmony/etc). This Power will still function against Vampires (as they are NPC antagonists) - and things inhuman with no Integrity at all.


Durability:

  • There is no more Durability power for Relics. They will use the same rule as Fetishes in that a Relic will gain an amount of Durability equal to its final Relic level. The 3 dot Unbreakable power is still available.


Entrap Entity:

  • The Cost of this Power should be 2, and 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. Secondly; due to the mental nature of the power, inflicting damage while under its aegis returns half the damage done back in psychic damage; unmitigated by Defense or Armor.


Object Killer:

  • Relics with this power ignore the Durability of items, doing damage directly to their Structure. After some consideration on how this power will interact when faced with item-based Armor, we're using the following: Armor provides its full melee rating vs Relics with the Object killer, but each attack damages the armor. Armor can suffer a number a number of attacks equal to their Melee armor rating before being rendered useless until repaired in some fashion (generally making it useless for the rest of that scene). Supernaturally enhanced Armor uses the same rules, but the number of attacks it may suffer is twice its melee armor rating before being rendered useless (this includes armor with the Unbreakable power).


Potent Success, Attribute

  • The note of WP cost being 3 for Brawl, Weaponry, or Firearms also includes Athletics rolls involving Archery or Throwing Attacks; you can choose to spend 2 WP and gain it for non combat actions for the duration of the scene, but cannot later spend 1 WP to gain the bonus to your combat actives, it will have to be activated all over, and require 3 WP.


Sense Creature:

  • This Power can be used to detect creatures that are blatantly nonhuman. That is, that do not have a Morality trait. Similar to the Defend power.


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: When it comes to supernatural beings, the following apply:

  • Body Thieves, Eternals, Purified, and Visitors cannot take this and cannot be trapped by this.
  • Blood Bathers, Patchwork People, Reborn, and Wardens die a final death when they die after binding to this.;
  • Beings may become Possessed after bonding to the relic; the Damned have no need for souls.
  • You cannot become a major supernatural template if you have used this, since your soul is bound into the relic.
  • The soul cannot be recovered once it is bound to the relic.
  • A being bound to the relic will never leave a ghost, psychic imprint, spirit, or any other after effect.
  • A Mage may bond with such a relic, but doing so counts as a Wisdom 3 sin.


Unbreakable:

  • It's specifically items that bypass Durability that ignore Unbreakable, not any 'magic' item. Armor with the Unbreakable power simply never degrades/takes damage (see above), and is always considered to have the 'Bulletproof' quality, regardless of its base form.


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 couldn't be just 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. 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.


Drawbacks

Curses


Debilitating Loss:

  • If activating this Curse would stack the penalty to a single Attribute or Skill to more than -5, activation of the Relic fails.


Ill Effects:

  • The penalty from Ill Effects kicks in at the end of the scene in which the relic that triggers it is used, rather than right away. This should be no more than 1 hour from when it was activated, though this may vary based on which powers it is tied to. The penalty will usually last 1 or 2 hours, per the note for that relic.


Insidious Bargain:

  • While an interesting Storytelling tool, this Curse suffers much the same flaw in an online environment as Danger Magnet, and its use will be both restricted to lower dot powers and scrutinized. It's possible that any use of such a relic would have to come with a +request alerting staff so someone can arrange for the effects of the curse to kick in in a meaningful way, if the player hasn't suggested a suitable one already in the +request.


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 that 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 2wp and you want it to use 2 Vitae, or a 2 dot Curse instead of or as an alternative to the 2wp, you may, but it will not reduce the level of the Relic. Things found under 'Alternate Cost' that are used as well as the normal cost, will reduce the dot value of the Relic as normal. If the alternate cost that replaces the normal cost would have a value higher than the activation cost, the difference may be used as a break on the value of the Relic (i.e. a 3pt Curse replacing a 1wp 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.


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. Relics tied to a particular area should be so for a reason. Materials that resonate with that area, or that building, etc.
Level Area
9-10 Consecutive grid squares.
•• 6-8 Consecutive grid squares.
••• 3-5 Consecutive grid squares.
•••• 1-2 Consecutive grid squares.
••••• Less than 1 grid square, unique location (single building, graveyard)


Sacrificial:

  • When considering damage inflicted and cost value, please examine the Leech of Life drawback. If you're getting more benefit for less damage using Sacrificial, please revise your request in a fashion that makes it worth the dot value you're aiming for.


Temporal:

  • No clarification at this time.


(2/14/2014)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 use the item you made, and remake it 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. The XP discounts will carry over from the prior Relic, so long as the base Imbuement roll is made. Basically you get to change the name, Powers, Drawbacks, etc. Doing this, however, comes with its own 'cost'; 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 'per month' Relics. So if you can make 3/month, and you choose to Reforge one, you can only make 2 more in that month.