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Post by Annabelle Devonshire on May 7, 2020 4:16:34 GMT -5
Fallen Relics
Flaming swords. Crowns of gold. Thrones of jagged obsidian. Mirrors that reflect far-off scenes. Such magical items - properly called relics - are important elements of demonic existence. Before the Fall, angels had no need of tools - what items they seemed to use were simply reflections of their natures and their capacity to control the forces of Creation, physical manifestations of their own selves. After the Fall, the newly named Malefactors began to forge tools and relics for their mortal charges. These miraculous items were designed to open up Creation to human hands and allow mortals to live up to the glorious potential the rebel angels saw in them. Neither angels nor demons used relics at this stage - they were still satisfied with their own skills and abilities. But then came Michael’s ultimatum and the War of Wrath. Desperate for an advantage over the vast forces of Heaven, the demons invented the terrible notion of weapons - and for the first time, relics became a tool to be used by demons themselves. Inventors and artisans toiled mightily to create new and ever more powerful engines of destruction, as well as relics that could defend against attacks or gain intelligence about the activities of their enemies. As well as fighting this celestial arms race, demonic artisans continued to create items for mortals to use. The human followers, allies and worshippers of the rebel demons gained relics that allowed them to better the lives of their tribes and fledgling societies, or to fight the forces of Heaven’s followers. Demons also made relics for use by their mortal enemies - cursed items that would betray the user, making them less effective as allies for the angels if not killing them outright. Such items might be given as gifts or tribute to mortals, or simply placed so that an unsuspecting human might stumble upon them. A few corrupted artisans made cursed items for the sheer joy of destruction - wanting nothing more than to see mortals destroyed by their poisoned gifts, no matter what side the humans served in the war. When the demons lost the war and were exiled to Hell, none of their relics and creations went with them. Instead, most demonic relics were destroyed by the victorious armies of the Creator, so that such foul devices could no longer mar the face of Creation. A handful of relics were preserved and guarded in case they were ever needed again. Many others were lost, hidden in forgotten redoubts and caches or passing through countless mortal hands. Over the aeons, some few relics resurfaced from time to time, making great impact upon mortal society before being lost again, leaving behind only myths and stories. The Holy Grail that heals all wounds with God’s grace, King Arthur’s sword Excalibur, the magic mirror of Snow White’s stepmother - the true relics behind these pale legends might still exist, lost in the vastness of Creation, waiting to be found again. Now the Abyss has been shaken, and demons flood from their weakened prison to wreak new havoc on Earth. These demons have found a Creation sorely diminished from the glories of Paradise, a world with little faith or spirituality. One effect of this diminution is that the great relics of old - engines that could shake apart the world - can no longer be created. Relics are now far more limited in scope and effect. They are still useful tools, but no longer grand wonders that can change all reality. In desperation, demons are urgently searching out the old redoubts and caches - tracking down lost relics in alchemist’s laboratories and Vatican archives - only to find that the surviving wonders of the Age of Wrath have been diminished as well. There are a few remaining relics from that age, but their powers have weakened over the millennia, and their effects are but tattered shadows of the wonders they could once produce. Still, any power is an advantage in these days of chaos and re-emergence, and tracking down lost relics - and building new weapons and artifacts - are top priorities of many demons. The Nature of RelicsRelics come in all shapes, sizes and appearances. Some are obvious - swords of blackened steel that burst into flame or crystal scepters that glow with a blinding radiance. Others look like no more than assemblages of scrap metal, wooden carvings or simply twists of folded paper. Relics can be as small as a needle or the size of a bulldozer. Regardless of appearance, components or size of a relic, though, all such artifacts operate on the same principles. Creation comprises a vast, incomprehensibly complex set of forces and principles. The laws of physics, the laws of aesthetics, the shape of the soul, the colour of the sky - all these things exist because the Creator willed it so. Creation is a vast network of threads, where each thread is a natural law, an emotion, an object and so on. The lore of demons allows them to manipulate these threads and principles. Demons understand the principles of their lore on a perfect, spiritual level, so they can control Creation with just a thought. When a Devil conjures fire using the Lore of Flame, she doesn’t create the fire herself, she manipulates the very principles and meaning of fire and in flammability, so that it would be possible for a fire not to exist in the area she targets. The way a relic works is similar, but different in important ways. When a demon sets out to create a relic, she decides on the effect she wants the relic to produce. She then manipulates Creation to produce that effect - but stops just short of completing her evocation. Instead, she stabilizes that particular configuration of threads and will and shapes it into a spiritual pattern. Once the pattern is stable, she can then embed it into her chosen object - one that she builds around the pattern of evocation or an existing item that can contain the energies. The stable pattern of energies within the relic is like a key resting in a lock - a lock in the door of Creation itself. By focusing his will and energy into the relic, a character can activate the stable pattern of energy inside it, allowing the original effect to finally come into being. The key is turned in the lock, the door opens, and Creation comes rushing through. When the evocation or effect ceases, the stable pattern still remains in the relic. Therefore, it can be used again and again until the relic finally falls apart, unable to continue channeling the forces of Creation. Some relics, such as enhanced items, maintain a continual effect or improvement, rather than having to be activated - like a key that stays in the lock and keeps the door open. Such items, though, are always minor relics that produce less powerful effects. It’s just impossible for a modern relic to continually produce a truly powerful effect. Relics are useful, but they are also intrinsically limited. A relic normally contains only one effect, one configuration of energies. Some rare relics can be used to evoke two or more effects, but no matter how many effects a relic can channel, it’s always a set number. The relic can create only those specific effects that have been built into it. A demon with the Lore of Flame can conjure and control fire in many ways, choosing new configurations and evocations each time, selecting new threads of Creation to touch and pull and knot. A relic cannot do so, any more than a car can suddenly decide to fly. A relic containing the Heal evocation of the Lore of Awakening does not also give the wielder the power to perform the Find the Faithful or Cleanse evocations, even though a demon with three dots in the Lore of Awakening could perform all three evocations. Similarly, the creator of the relic must decide whether the relic performs the normal or high-Torment effects of an evocation. If it can perform both, he must imbue the relic with both effects. The other major limitation of relics is the need for sacrifice. The time has long passed since when relics could evoke their effects at any time, powered only by the desire of the user and the energies of Creation. Modern relics - and even those surviving from ancient times - require the user to sacrifice her own spiritual energy to activate the effects. This energy is the hand that turns the key in the lock of Creation; it’s the final pulse of power that knots together the threads of the evocation and triggers the relic’s power. Just what kind of sacrifice is required to power a specific relic depends on many things, including the power of the effect and the desires of the relic’s creator. Most relics require a Faith or Willpower roll to activate, representing the sacrifice of a small measure of spiritual energy. Other relics require the user to spend Faith points or Willpower points, or suffer bashing or even lethal damage. Others have subtler, less quantifiable effects, and they might require the user to give up the thing he loves most or cause pain to those he cares about. If this seems unclear, think of it in terms of a more modern metaphor. Creation could be compared to a massive, complex computer network. Demons are gifted programmers, able to put together code on the fly and instantly reprogram the system (within certain parameters) whenever they wish. Relics are macros - small, dedicated programs that operate with a single icon. A relic is easy to use - almost anyone can click on the icon and run the program - but it does only one thing. You can plug in different variables or run it in different applications, but it’ll still just do one thing. You can assemble several macros into a multi-purpose program, but it’ll still be limited to a particular set of uses. Within these limitations, relics can create amazing effects, and demon characters can create useful relics within chronicles. The key to creating relics of power is mastery over the Lore of the Forge - the spiritual knowledge of how to build, change and infuse physical objects with power. Malefactors, especially those of the Mummu visage, are the pre-eminent artificers among the fallen, but they are not alone. Any character with the appropriate rating in the Lore of the Forge can create relics of various kinds. Lacking such knowledge, characters can seek out relics, tracking down those few artifacts that survived Heaven’s purges and still exist in lost caches and collections. Types of RelicsEvery relic is unique, but it’s still possible to group relics into three major groups, depending on the relic’s effects and the process of building the artifact. These groups are exclusive, though. An item can be enhanced, enchanted or demonic, but it cannot be both enhanced and enchanted, or enhanced and demonic. Enhanced Relics Enhanced relics - also known as consecrated, blessed, exemplary or hieratic items - are the simplest kind of relics. With a trivial evocation of the Lore of the Forge, a demon can greatly enhance the mundane properties of any normal item or device. An enhanced car is faster and more maneuverable than normal; an enhanced pistol is more accurate and lethal; an enhanced computer has greater processing power, speed and memory. These minor relics are not significant enough to be worth searching for, and they will rarely play a major role in a chronicle, but they provide useful aid for mundane actions and are excellent gifts to give to thralls and mortal followers. Creating an enhanced relic is comparatively easy. The demon uses his lore to understand the principles of the object and how those properties are reflected in the laws of Creation. Reaching out with his will, the demon touches those threads that represent the object and the principles that affect it. In the case of a car, for instance, those principles might include velocity, size, maneuverability, durability and many other factors. Using the Enhance Object evocation of the Lore of the Forge, the demon intertwines those threads, strengthening the relationship between the object and the desired properties. If he is enhancing a car, the demon could improve the relationship between the car and the principles of velocity and acceleration. The most common effect of this enhancement is a reduction in the difficulty associated with using the object, but the enhancement could have other effects, depending on the object being improved. Like other relics, an enhanced item requires the sacrifice of spiritual energy to power it, but it requires far less than other, more powerful relics. The improvements to the object can last for a short period (a scene) without any notable sacrifice at all, other than the initial attention of the demon evoking the Lore of the Forge. After that time, the enhancement fades and the item ceases to function, often falling to pieces. To make the enhancement permanent, the evoking demon expends a point of temporary Willpower - a fairly minor expenditure to make for a permanently useful relic. In some cases, an enhanced relic might require some other sacrifice, if the evoker wishes. Such an item will become enhanced for only short periods, even though the potential for enhancement exists permanently inside the relic. Only after a sacrifice is made does the item improve itself for a short period of time. For example, an enhanced sword might become lighter and more lethal for only a scene after tasting the wielder’s blood; an enhanced car might need to be fed the flesh of innocents before becoming faster and more maneuverable for a scene. What’s more, this sacrifice on the part of the wielder adds a greater degree of permanence to the time, allowing it to be used multiple times before confusing itself. Enhanced items fuelled by sacrifice may be used for a number of times equal to the Malefactor’s Faith score at the time of its creation. These enhancements can also be made permanent with the expenditure of a Willpower point, in which case the sacrifice needed to activate the weapon becomes less of a preservative function and more of a security measure designed to prohibit casual use. It’s important to note that enhancing an item can never do more than improve its normal properties. An enhanced car cannot fly; an enhanced swords cannot glow in the dark or damage immaterial spirits. Such magical effects require a more powerful relic and a more complex process of evocation and creation. Enchanted RelicsEnchanted items (sometimes called talismans, charms or artifacts) are true relics - items that evoke supernatural, miraculous effects. If an item can do something impossible, then it’s an enchanted item. A wide variety of such relics exists - everything from flaming swords to scrying orbs to candles made from the hands of murderers and books of blasphemous knowledge that steal the reader’s sanity and soul away. An enchanted relic might have fairly minor powers, or it might be a world-shaking treasure that demons across Creation are desperate to own. Creating an enchanted relics is a far more complex and time-consuming act than simply enhancing a mundane object. The demon creating the relic must begin evoking the effect she desires, using her available lore. Before the evocation is complete, though, she has to arrest the process - holding the unstable threads of Creation together with no more than willpower and spiritual energy. This configuration of energy must then be embodied in the object - a slow, difficult process, only possible for those who have nearly mastered the Lore of the Forge. The process becomes a little easier if the demon purposely builds an appropriate object to house the effect - such an object will be tailor-made to contain and direct the evocation - but doing so adds even more time to the process. Many other factors also affect the process, including the quality and durability of the materials used, the power of the evocation and the time taken to complete the enchantment. In order to enchant relics, the demon needs more than just the capability to evoke the Lore of the Forge - she must have a degree of knowledge of other lore as well. A relic cannot evoke an effect that the creator cannot understand - but it can evoke an effect that the creator could not evoke herself. Even the most basic familiarity with a body of lore gives the demon expert knowledge of the principles of that lore, even if she doesn’t have the power, skill or control to evoke more complex effects. By using her knowledge of the Lore of the Forge to fill in the gaps, the demon uses the relic to power and complete the evocation, overcoming her own limitations by using the item’s power as a crutch. As long as the character has even a single dot in an appropriate body of lore, she can create relics that evoke all the effects of that lore. Just what lore is needed to create a given item depends on the effect and interpretation of the handler. Some relics are straightforward, creating an effect identical to a standard evocation. Others are more complex and might require less obvious lore knowledge or even multiple bodies of lore. A staff that causes a volcano to erupt when the user strikes the earth might require knowledge of both the Lore of the Earth and the Lore of Flame. A relic that allows the user to astrally project might require knowledge of the Lore of the Firmament (which governs perception and communication), the Lore of the Spirit (to allow separating the spirit from the body), or both, depending. While enchanted relics can be powerful, they have definite limitations. The evocation of a relic has to be fairly specific – the relic can do only what it is “programmed” to do. Only a single effect can be embedded in a relic – only a demonic item can manifest multiple powers or evocations. Demonic RelicsThe third class of relics is that of demonic items, also known as possessed or imbued items. These objects are incredibly useful, because they overcome one of the greatest limitations of other relics – they can be used for variable effects. How is this possible? It’s because demonic items are intelligent – because they contain a living soul. The item’s creator binds an incorporeal soul – mortal or demonic – into the item. He can then command the trapped soul to do his bidding, drawing on its knowledge or powers. The soul is bound into the relic, and its can be freed only if the object is destroyed. A demonic relic might be a sword that can fight better than its wielder, a car that drives itself and breathes fire at pedestrians or a computer that writes your book for you – but writes a morbid, depraved novel that drives readers to suicide. There are two kinds of demonic relic. The most common kind – and easiest kind to create – is a mundane item that houses a disembodied spirit. Demons create these items using the Anchor the Soul evocation of the Lore of the Spirit. With this evocation, the demon binds a discorporate soul – be it the ghost of a mortal or the apocalyptic spirit of a demon without a host – into a normal object. This item can be almost anything, from a pen-knife to a motorcycle, and the item’s composition does not affect the evocation. What matters is the existing relationship between the trapped soul and the item. The item acquires similar properties to Hell itself – an empty, barren space that emits a terrible spiritual gravity. This awful attraction pulls the spirit into the vessel and traps it there forever. As well as welding the soul into the vessel, the evocation also binds the trapped soul into obeying the user of the item and allows the wielder to communicate with the soul. If the relic traps a demon’s soul, that demon can be forced to use its evocation and powers in limited ways to greatly enhance the item. For instance, a demon with knowledge of the Lore of Flame who was bound to a sword could evoke its lore to set the sword alight. The second, less common kind of demonic item is one that is also an enchanted item. To make such an item, the demon must have near-mastery of both the Lore of the Forge and the Lore of the Spirit, being able to perform both the Enchant Object and Anchor the Soul evocations. The demon can’t enchant an item that already houses a soul, nor can she trap a soul in an already enchanted item. Instead, she must build the relic as normal, but use a trapped soul as one of the original components of the item. Spiritually binding the soul into the evocation, she then binds it into the item. This process takes even longer than the normal enchantment process does, and it is significantly more difficult – and, of course, the demon must have a way of imprisoning the enslaved soul for the duration of the process. The effort is worth it, though, because the ensuing artifact is immensely useful. With a sentient mind controlling every facet of the relic’s power, the artifact becomes considerably more flexible. A normal magic mirror might only be able to create one kind of illusionary reflection, but with a soul controlling the effect, the mirror could create almost any illusion or reflection. And if the trapped soul is a demon, it can again lend its powers to those that the relic already possesses.
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Post by Annabelle Devonshire on May 7, 2020 4:20:46 GMT -5
Building Miracles: Relic Creation Systems
Perfect Engines: Building Enhanced Relics
Making an enhanced relic (or rather, enhancing an existing item) is a fairly simple process, both for your character and as a mechanical system. To enhance an item, all the character must know is the Enhance Item evocation of the Lore of the Forge.
The Item To Be Enhanced
Many items can be enhanced, some in quite subtle or unusual ways, but not everything can be improved with an evocation. Only manufactured items – things that have been forged – can be enhanced. You can’t enhance a batch of chemicals, a living creatures or a rock that you just picked up from the ground, but you could enhance a device that mixes chemicals or a rock that’s been tied to a shaft to make a stone axe. As a rule of thumb, only those items that can be made or repairs with a Crafts or Technology roll can be enhanced.
Furthermore, only items that have a concrete in-game effect – ones that would require dice rolls, or that would influence other dice rolls – can be enhanced. You can’t enhance a book, a photograph or a CD, because these items aren’t used in a way that can be made better with the evocation.
When your character has decided on the item she wants to enhance, the major factor is the object’s complexity. The larger and more complex the item is – the more principles of Creation it embodies, the more components and subsystems it possesses – the harder it is to enhance, and the higher the difficulty of the roll needed to perform the evocation is.
Difficulty 5: Small items with little or no moving parts. These items generally do only one thing – cut, chop, lever or bind – but they do it well. Examples are hammers, crowbars, baseball bats, clothing, lockpicks, swords, tools and longbows. Items like CDs and computer disks don’t count – they might be simple, but they’re designed to be used as part of a complex system. Particularly small items – bullets, playing cards, tools in a kit and the like – can be enhanced as a group.
Difficulty 6: Large, simple items. Large means anything man-sized or larger. Some items of this sort have interacting parts, but not moving parts – a rowboat has distinct parts, but it doesn’t rely on complex mechanical interactions. Good examples include sailboats, surfboards, parachutes, ladders, wagons, hot air balloons and battering rams. Many items of this type don’t benefit much from enhancement. There’s not a lot you can do to a sofa, for instance, to make it better.
Difficulty 7: Small, mechanically complex items, where small means smaller than a man. These items can have some electronic components – it’s rare to find items that don’t these days – but the item’s primary use must come from the interplay of its mechanical moving parts. Examples include pistols, rifles, scooters, outboard motors, bombs, jackhammers, air conditioners, binoculars, locks and lawnmowers.
Difficulty 8: Large, mechanically complex items. Many items of this type are more electronic than mechanical, or they rely heavily on their electronic components. These items don’t’ come under this category. A car falls into this category, but not an airplane – that counts as a large electronic device. Aside from cars, good examples include motorcycles, cannons, speedboats, cranes, refrigerators, lathes and bulldozers.
Difficulty 9: Small electronic devices or items that combine complex electrical systems with mechanical systems. A computer is an obvious example, but other possibilities include security cameras, DVD players, mixing desks, cell phones and GPS locators. If several items are connected – such as a LAN or a security system – each item needs to be enhanced separately.
Difficulty 10: The most difficult items to enhance are large, electronically complex devices. An airplane (large or small) would come under this category, as would a cruise missile, a surveillance satellite, a computerized manufacturing line, a speaker stack or a radio broadcast system. Some very large or very complex items are impossible to enhance, even at this high difficulty. A battleship or a space shuttle, for instance, would be too much to handle. The Evocation
Once you and the Storyteller have decided on the details of the object to be enhanced, the process of improving the item is very simple. You roll your character’s Perception + Crafts against a difficulty determined by the object’s complexity. If you roll one or more successes, your character evokes her lore and enhances the item.
That’s the base system, anyway. You can do several things to improve your chances at the evocation, either by adding extra dice to your pool or by reducing the difficulty. Here are several ways in which you can better the odds.
Ravaging: By ravaging the souls of your character’s thralls, you can add a number of dice up to her Faith rating to the dice pool for the evocation. This is a good way to get several bonus dice for the evocation, but your character’s thralls pay a heavy price.
Faith: Spending a point of temporary Faith adds an automatic success to the evocation roll.
Extra Time: Like all evocations, Enhance Item takes just a single turn to evoke. If your character takes more time – slowly coming to grips with all aspects of the object, both physical and spiritual – you can gain extra dice on the evocation attempt. If your character takes several minutes performing the evocation – at least five, if not more – add one die to your pool. If your character takes a full scene evoking her lore, add two dice to your pool. You can’t gain any more than two extra dice this way, no matter how much more time you take.
Resonance: As mentioned before, each lore has a body of symbols and motifs that resonate with it. If your character uses the resonances of the Lore of the Forge in her evocation, the difficulty of the evocation attempt decreases by one. Suitable resonances probably include tools, a forge, circuit diagrams, an anvil or other symbols of mechanical engineering. Getting your hands dirty with good hard work is also resonant with the Lore of the Forge. You can enhance an item with a word and an act of will, but it’s easier if you pull the engine apart and put it back together.
Visage: If your character benefits from reduced difficulty to her Crafts rolls in her apocalyptic form (as the Mummu do), that benefit is applied to the evocation roll if she is in her apocalyptic form while performing the evocation. If she takes extra time, she must maintain her visage for the entire duration of the evocation. Characters who benefit from reduced difficulty on Perception rolls in apocalyptic form do not apply this benefit to the evocation. Sharp physical senses are no help when sensing an object’s spiritual shape. If the character’s Perception increases in his apocalyptic form, however, that benefit does affect the evocation dice pool.
Unfamiliarity: If the demon has no idea how the object works, the difficulty of the evocation may raise by one or two. This penalty will rarely be an issue, though. After all, a demon can gain full understanding of an object’s properties with a single, separate evocation of Enhance Items. Sometimes, though, a character is pressed for time and might not be able to spare the few seconds needed to study an object before desperately trying to enhance it. Existing Relic Status: If the item is already an enchanted or demonic item, it cannot be enhanced. Similarly, an item that is already enhanced cannot be enhanced again. The item’s spiritual shape is already altered in an unnatural fashion, so it cannot be deformed further. Once all the factors are pinned down, it’s time to make the roll. Remember that even if the roll succeeds, your character might still end up evoking the high-Torment effect of the lore. Alternatively, you might want to evoke the high-Torment effect, creating an item that is likely to turn on its user. Perhaps this is a gift for someone who needs to be taught a lesson, or perhaps it’s a poisoned chalice that you hope will cause the user nothing but pain.
If the roll botches, the item could be damaged or even destroyed, and the demon could lose temporary Faith points. If it fails, it simply fails, and the character can make another evocation attempt straight away. If the roll succeeds, the item is enhanced. The next step is working out just how the object has been improved.
Spending The Success
The player can spend each success on the evocation to improve a particular aspect of the enhanced item. If the object has multiple properties that can improved – and almost all items do – each aspect must be improved separately. A success spent on making a car more durable will do nothing to make it faster or more maneuverable. Any unspent successes are lost.
The following are the most common aspects that can be improved through enhancement. If you want to improve a property that doesn’t appear on this list in some form, talk it over with your Storyteller.
Reducing Difficulty Numbers: Many items are used in conjunction with an Ability. You make a Drive roll when your character uses a car, a Firearms roll when she shoots a gun, a Technology rolls when she uses her tools to repair a motorcycle. The most common use of enhancement is to reduce the difficulty of using that Ability with the item – making the gun more accurate, the computer more easy to use, the car more maneuverable. Each success spent in this way reduces the difficulty of using the item below 3 – any additional successes spent on reducing difficulty have no effect.
Some items have more than one Ability associated with their use. For instance, using a computer normally requires the Computer Ability, but if the user is accessing computerized records, he would be using his Research Ability. If he is writing a novel on his computer, he’d be using his Expression Ability. If the object is associated with multiple Abilities, you must choose which Ability is affected by the successes you spend. If you want to enhance multiple Abilities, you have to spend successes on each Ability that is affected. For a computer, you could spend a success to reduce the difficulty of Computer rolls by one, then spend a second success to reduce the difficulty of Expression rolls by one. Increasing Difficulty Numbers: In some cases, you might want to increase the difficulty of interacting with an object. This is usually only the case with objects that perform a defensive or preventative function – a lock or a security system, for instance. In such cases, each success spent increases the difficulty by one, up to a maximum difficulty of 10.
Increasing Effects: Some items have a quantifiable effect on the world, measured in terms of dice. Guns and weapons are the most obvious example, as a pistol or sword has a base number of damage dice. Similarly, armour provides a set number of soak dice to the wearer, while objects such as cars and doors have their own soak dice. Each success spent on improving these aspects increases the object’s dice pool by one, up to a maximum of double the original dice pool. If the object has two or more different effect – for instance, a rifle with an attached grenade launcher – each effect must be raised separately by spending successes. Increasing Durability: All physical objects have health levels, just like characters do. Each success spent on increasing an object’s durability gives it an extra health level, up to double the object’s original number of levels.
Improving Other Quantifiable Factors: Many items have factors that can be measured or defined but don’t break down into dice pools. Examples include a car’s top speed, a pistol’s range or a computer’s memory and processing speed. Each success spent on improving one of these aspects increases the value of the aspect by 20%, to a maximum of double the original value. In the case of a light pistol with a range of 20 yards, each success spent on improving the range increases that by four yards, up to a maximum of 40 yards. If the object has multiple quantifiable aspects, each must be improved separately. Once you assign and spend all the successes from your roll, the evocation is complete, and the enhancement of the object takes effect.
Cementing The Enhancement
The evocation is now complete, and the item now benefits from the effects of the enhancement. The final question that needs to be answered is how long will the enhancement last?
If nothing is done to extend the effects of the evocation, the item will retain its enhancement for the rest of the scene. After that point, the evocation will dissipate, and the object will cease to function. The stress of the evocation leave the item cracked and broken, and it falls apart from the strain. Simple items such as swords might simply snap in half or crumble into dust. More complex items such as cars might break into their component parts, or even explode.
Depending on circumstance, you might need an item to be only temporarily enhanced – especially if you want to use it only once and then discard it. In many cases, though, it’s more useful to make the enhancement permanent so that the item will always perform better than normal and be useful to your character or her allies and thralls.
The usual method of making the enhancement permanent is simply to spend a point of temporary Willpower. Your character flexes her will and fixes the evocation into a completely stable configuration that permanently modifies the nature of the object. This isn’t the only way to make the enhancement permanent, however – not if the item is destined to be used by one of the demon’s thralls.
During the enhancement process, the demon can fix the evocation into place with the faith of one of her thralls – using the thrall’s Willpower instead of her own. To do so, the demon must dedicate the item to the thrall during the evocation process. Doing so might entail simply keeping the intended recipient of the item in mind while enhancing it or something as complex as engraving a symbol representing the thrall on each component of the item, depending on the style of the demon and the taste of the player. When the evocation is almost complete, the demon must present the item to her thrall and ask him to accept her gift. If he accepts it, the thrall then loses a point of permanent Willpower, which seals the evocation into place and enhances the item. If he refuses the item, the evocation fails.
Enhanced items made in this way have an additional drawback of sorts – an activation condition that must be met each time the thrall wants to gain the bonuses of the item. This drawback results from the fact that the faith and determination of mortals is less certain than that of demons, and it lacks the focus and direction needed to fully empower the item. For the same reason, a thrall’s player must make a Willpower roll to activate the limited evocations his master might bestow on him. Until the item is activated, it’s merely a normal object of its type, and it can’t be detected with supernatural awareness. Only once the thrall meets the requirement will the item become enhanced as normal for the rest of the scene.
The demon decides on the activation condition of the item when she creates it. Common conditions include making a Willpower roll (difficulty 8), spending a point of temporary Willpower or suffering a level of unsoakable bashing damage. The demon can be more creative if she likes, requiring more unusual or difficult conditions to be met. For instance, a magic sword might not become enhanced until it tastes the blood of an opponent (or perhaps tastes the blood of the wielder). What matters is that the activation condition demands at least some small degree of sacrifice from the user. Saying a magic word isn’t enough, become it doesn’t draw on the will of the user.
Only thralls can help cement the evocation in this way, because the demon can gain access to the wills of only those mortals who have faith in her and have agreed to a pact with her. The demon can offer an enhanced item to someone who isn’t yet her thrall, as part of her pact, but the evocation can be finished and the item enhanced only if the mortal agrees to the pact and offers up his faith to the demon. If the mortal dies, the demon returns to Hell, or the pact is broken by either party, the relic instantly loses its enhancement and breaks apart. Torment and Cursed Relics
Like all evocations, attempts to create enhanced, enchanted or demonic relics might fall afoul of the demon’s tormented nature. Despite the demon’s good intentions and desire to control herself, her dark side might overwhelm her, causing her to lose focus and taint the relic she builds with twisted power.
Evocations are normally performed with a simple roll, and the player can tell if he succeeded in evoking the low-Torment effect, or accidentally evoked the high-Torment effect. Because relic creation rolls are extended rather than simple, however, the situation is somewhat different. It might be possible for a demon to unknowingly create a high-Torment item, one whose taint lies unnoticed until a critical moment. Alternatively, a demon might know that her creation is flawed but use it anyway, or pass it off to a thrall or innocent mortal.
If a demon does produce a cursed relic, and knows of the item’s taint, she can decide for herself whether or not to use it. She might prefer to give it away to an ally or thrall, but doing so is on a level with giving away blankets that are infected with typhoid. This counts as a premeditation violation of others on the Hierarchy of Sins.
Cursed relics aren’t always obvious – some just fail more often, and more drastically, than normal – and the character might use it unaware until it finally lets her down. If she gives away a secretly cursed item, the character isn’t violating her principles or virtues since she doesn’t know she’s endangering the recipient of her gift. If, however, she later realizes what she has done – possibly after the relic fails disastrously – she might be wracked with guilt and anger over her own foolishness. This kind of accidental violation of another person requires an appropriate Virtue roll from any demon with a permanent Torment of 4 or less.
(NB: Creating a high-Torment relic isn’t the same as creating a relic that produces the high-Torment version of another evocation. Such an item still works normally but produces a dark or dangerous effect. You can’t accidentally produce such a relic. You must deliberately decide to create the high-Torment effect of that evocation and suffer a point of temporary Torment to produce it.)
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Post by Annabelle Devonshire on May 7, 2020 4:24:21 GMT -5
Damned Wonders: Building Enchanted Relics
Enchanted relics – items that create a limited evocation or supernatural effect when the user or creator wishes – are among the most powerful and desirable relics in demonic society. They’re also among the most difficult and costly to create – not just for the character, but for the player as well. Compared to the systems for creating enhanced relics, the system for creating enchanted items is significantly more complex – because these relics can do so many things.
Having said that, this system isn’t too complex. In practical terms, you and the Storyteller need to pin down the effects created by the relic and how easily those effects can be used. From these details, you can work out just how many successes are required on an extended evocation roll, and what modifiers will affect that roll.
Envisioning The Item
The first step in enchanting an item is deciding what kind of relic it’s going to be – what the object will be and what supernatural effects the object generates. These decisions determine how difficult the evocation will be, how powerful an effect the relic can generate and what bodies of lore the creator needs to know.
So what are you trying to create? A mirror that always shows a beautiful reflection? A book that lets you communicate with dead souls? A wand that shoots fireballs? A trench coat that lets you teleport? Almost anything is possible. The item you enchant can be simple or complex, big or small, natural or artificial, appropriate or bizarre. For the most part, the item’s nature doesn’t matter, because the evocation doesn’t involve that nature – it simply embeds and anchors another evocation into the object. You could enchant a brick or a newspaper if you felt so inclined. What does matter is how well you know the item and the quality of the item. An object you made yourself is easier to enchant than one you didn’t. A finely crafted item is necessary to contain the power of a strong evocation.
Technological items cannot be enchanted, however. Science and technology are alien things to demons, who were locked oblivious in the Abyss while mortals developed amazing new devices. Demons find the spiritual nature of things such as cars and video cameras very difficult to understand, and while they can enhance such items (with great effort), they cannot yet perceive the shifting, confusing nature of technology enough to manipulate that nature to form an enchanted relic. Demons can enchant mechanical items – clockwork toys, car engines, even firearms – but electronic items such as computers or cell phones are out of the question. You could enchant a broken high-tech item – a broken camcorder is just a lump of plastic and metal wires – but the enchantment would dissipate if the item were repaired, because its nature would change and force out the embedded evocation.
At this point, you also need to describe the specific effect the relic evokes. Unlike the evocations of demons, which are flexible and modifiable, the powers of relics are clearly delineated. You can’t make a relic that both dampens and strengthens fires. Or rather, you can, but you’d need to enchant the item twice. Similarly, your magic mirror can show only one kind of illusory reflection – making the viewer look more beautiful, for example.
A relic’s effects can combine the power of two bodies of lore in some cases, but that effect still needs to be defined. A mirror that can detect what the viewer wishes he looked like, then shows him that reflection would need a combined evocation of the Lore of Light (illusions) and the Lore of Longing (desire) – but still, that’s all it does.
Just to make it perfectly clear – an enchanted relic can evoke only one, limited, predefined effect or evocation. It can’t produce a complex, flexible evocation, and it can’t be enchanted twice to produce two different effects. It was possible to create relics with multiple enchantments back in the Time of Babel and before, but Creation is too thin now to allow such power, and only rare surviving artifacts from that time can overcome these restrictions. If you want to make a more flexible item, or one that can produce multiple effects, then you need to create a demonic item.
Talk your idea over with your Storyteller first – just in case she doesn’t feel the item is appropriate – then move on to outlining the details of the item.
Necessary Lore
Before your character can build the relic, he needs to know how to evoke the effect that the item will mimic. He needs at least basic knowledge in the bodies of lore relevant to that effect, meaning he must have at least one dot in every body of lore required for the effect. It isn’t necessary for the character to be able to evoke the effect himself – you don’t need to have four dots in the Lore of the Winds to make a relic that can evoke a Wall of Air. But without basic knowledge of the appropriate lore, you won’t be able to understand how to contain those energies within an object or how to direct them using the Lore of the Forge. If the relic’s effects combine the powers of two or more bodies of lore, your character needs to have at least one dot in each of those lore paths. If the effect is the high-Torment version of an evocation, then the character will have to gain a point of temporary Torment when enchanting the item.
If your proposed relic is simply evoking a standard effect, the system is pretty straightforward. One of the strengths of enchanted items, though, is that they can create a wide variety of effects, not all of which are standard evocations. It’s up to the Storyteller to decide what lore is relevant to a particular effect. The following list is a guideline, but the Storyteller may decide that a different lore – or combination of lore – is needed. Lore of Awakening – Relics that heal or directly harm a person or creature, or ones that involve medicines or poisons. Lore of the Beast – Relics that control or influence animals. Lore of the Celestials – Relics that affect a demon’s Faith, powers or evocations. Lore of Death – Relics that directly end mortal lives or affect undead creatures. Lore of the Earth – Relics that control the earth, metals and stone. Lore of the Firmament – Relics that involve communication over a distance. Lore of Flame – Relics that create or affect fire and heat. Lore of the Flesh – Relics that directly affect a character’s body, including relics that modify a character’s Attributes. Lore of the Forge – Relics that affect other relics or control objects. Lore of the Fundament – Relics that change or override physical laws, including most relics that fly or act as a form of transport. Lore of Humanity – Relics that control or influence mortal minds directly. Lore of Light – Relics that create illusions of any kind of create or affect light. Lore of Longing – Relics that control mortal minds indirectly or detect or modify emotions. Lore of Paths – Relics that involve movement or direction. Lore of Patterns – Relics that provide information or predict the future. Lore of Portals – Relics that teleport the user or control doors and barriers. Lore of Radiance – Relics that overawe or influence groups of mortals. Lore of the Realms – Relics that allow travel or interaction between worlds. Lore of the Spirit – Relics that allow communication or control over spirits. Lore of Storms – Relics that control or influence water or storms. Lore of Transfiguration – Relics that change shape or allow others to change shape. Lore of the Wild – Relics that control or influence plants or wilderness areas. Lore of the Winds – Relics that create or influence air and winds (including some relics that allow flight). As well as evocation effects, the relics can mimic features of a demon’s revelatory form, such as wings or increased size. The creator of the relic must have one dot in the primary lore of a specific visage in order to mimic that feature. For instance, the creator of a relic that gives the user the Perfect Balance feature of the Ellil visage must have at least one dot in the Lore of the Winds. If the feature is one shared by several different visages (many demons have wings in their revelatory form, for instance), the demon needs to know only one lore that provides that feature. If the feature is a high-Torment feature of the visage, the character gains a point of temporary Torment for embedding the feature in the relic.
Characters who don’t know the necessary lore can work in collaboration with another character that does. Such a collaborator must have at least one dot in the Lore of the Forge, and working with a collaborator is much more difficult than creating a relic on one’s own. Modifiers for working with a partner (or partners) are shown later in this section.
Selecting The Right Materials
Two facets of the chosen item are relevant in the enchantment process. The first is how familiar the demon is with the item – whether he made it himself or obtained it through other means (bought it, stole it, found it lying in the street, etc.). If the demon made the item himself, it’s much easier for him to enchant it. He knows the nature of the item well and can easily perceive the places where an evocation can be anchored. If he didn’t make the item, the process becomes harder.
The other factor is the suitability of the item and its components. An evocation is a nexus of raw power and energy, and securing it to a physical object is no easy task. If the item is flimsy or of poor quality, it can’t anchor a powerful evocation effectively. The evocation won’t take hold, and the object might even be destroyed in the process. Suitability is more than just physical robustness, though – it’s also a measure of how rare and hard to obtain the material is. The best materials aren’t available in supermarkets or factory showrooms. A character might want meteoric iron, an antique sword made in the 12th century, or the hand of a hanged murderer to form the nexus of his relic, all of which takes time and effort to acquire.
In mechanical terms, the demon’s familiarity with the device determines the basic difficulty of the evocation. The character must roll against a difficulty of 6 to enchant an item his character made, or against a difficulty 8 to enchant an item made by another. The item’s suitability determines the maximum number of successes that the character can accumulate in the extended evocation roll – which, in turn, will dictate the effects of the evocation.
The minimum amount of successes needed to enchant an item is equal to twice the dots in the lore required to produce the effect. So if you want to make an item that mimics the Command the Dead evocation of the Lore of the Spirit, which requires three dots, you need a minimum of six successes to make the item. If the relic requires multiple lore paths to produce its effect, only the highest level of lore is doubled. If the device requires one dot in two lore paths and four dots in another, you need eight successes to create the item. If you add further successes to the required total, you can make the relic more powerful – more effective, better range and so on. If the number of successes required is more than the maximum allowed for your materials, you probably won’t be able to create the relic. You’ll need more suitable materials, or perhaps you can tinker with the effect to make it cheaper.
The suitability of an item is reflected primarily in how difficult it is to obtain, as shown by this chart. Item/Material Suitability: Shoddy Examples: Driftwood, rocks, broken toys, low-grade steel, quartz, skateboard, pocket knife
Item/Material Suitability: Adequate Examples: Quality wood, semi-precious stones, strong steel, car, motorcycle, priest’s vestments
Item/Material Suitability: Good Examples: Small amounts of precious metals, small precious stones, Armani suit, Toledo sword, alchemical equipment
Item/Material Suitability: Exceptional Examples: Gold ingot, large rubies and sapphires, rare antique, meteoric iron, hand of hanged murderer
Item/Material Suitability: Superb Examples: One-of-a-kind antique, diamond the size of your fist, chest full of gold, supply of siyr metal from the Time of Atrocities</li> Obtaining An Item
The easiest – and probably quickest – item to obtain for enchantment is one that’s already available – one your character already owns or can buy. Most characters have access to a variety of weapons, tools, vehicles and knick-knacks that can be usefully enchanted. Such items, though, are generally of fairly ordinary quality, and won’t hold a strong evocation. If your character doesn’t want to go to the time and effort of making a suitable item from good materials, he has to buy or bargain to get the right object.
The preceding table lists the minimum rating in a given Background to obtain a suitable item or suitable materials. Just what Background is required is determined by the Storyteller based on the kind of item and the needs of the chronicle. Many items can simply be bought, requiring a minimum Resources rating. Other items might only be obtained by use of Contacts or Influence, given up only to a demon of a given Eminence or tracked down through the memories supplied by Legacy. If your character doesn’t have enough dots in an appropriate Background, then it’s time to call in some favors or go looking for aid from other characters. Tracking down highly suitable materials to make a powerful relic can be a story in itself.
Making An Item
Creating an appropriate item from raw materials takes longer – possibly a lot longer – than just buying one, but the resultant item is a lot easier to enchant. The most important factor here is the quality of the materials you use to make your item. Sure, you can make a relic out of scrap iron and driftwood, but the resulting piece of crap won’t do much. A truly powerful relic needs to be made from the best materials possible – tempered steel, perfect diamonds, arcane treasures. It’s no cheaper or easier to obtain good-quality materials than it is to buy an item already made from those materials, but the payoff kicks in when it comes time to perform the evocation.
Once your character has obtained the raw materials for making the relic, it’s time to set to work. The creation process occurs with a Dexterity + Crafts roll (for simple creations) or Dexterity + Technology (for mechanical items).
Creating the item is an extended action, with a roll being made for each day your character works on the item. The process may take even longer and may require one roll for every in-game week. This is usually the case for large items or creations that require special tools or procedures (such as building a car engine from parts). The difficulty for making most items is 6, but certain items may be harder to make. Anything requiring fine work or special tools, such as an intricate clockwork device or engraving a gold ring, is probably difficulty 7 or 8. If you botch the roll, the item and materials are ruined, and you have to start all over again.
The more successes you accumulate on this roll, the higher the quality of the item is, and the more powerful the evocation you can store in it is. You can’t just keep accumulating successes forever, though. The maximum number of successes you can gather is equal to the maximum successes allowed for your materials. If your character is building an opal ring from “good” quality stones and materials, you can accumulate a maximum of nine successes on the extended roll. That’s as good as it’s ever going to get. You can stop before that point, with the amount of successes you end up with is also the maximum number of successes you end up with is also the maximum number of successes you can gather on the extended evocation roll for enchanting the item. You might have great materials, but if you just slap them together, the resulting item isn’t going to be good enough to house a powerful evocation.
Remember that you get to design the relic fully before you start rolling dice. Once you’ve worked out how many successes you’ll need for the chosen evocation, come back to this point and rethink the item requirements if necessary. Maybe you’ll need a more expensive item to house your evocation, or maybe the relic is so simple that you can anchor it to a much less costly object.
Determining The Successes Needed
This is the main part of the relic design system, and the one where the player and the Storyteller need to do the most work.
Performing the Enchant Object evocation is an extended action, where the player needs to accumulate a certain number of successes. The power of the relic – the effect it generates, how strong that effect is and how often it can be used – determines the number of successes you need to accumulate with the evocation roll. The suitability of the item determines the maximum number of successes you can gain with the evocation.
The handler and the Storyteller should progress through the following steps in order, determining at each step how many successes are needed. When all the steps are completed, you should have a total number of successes needed to create the item you’ve designed. If that total is higher than your chosen item can contain, you need to go back and redesign the effect to make it less powerful or choose a new item that can contain the power of the evocation. If it’s equal to the item’s maximum, you can go ahead and make the item. If it’s lower than the maximum, you might want to beef up the evocation’s power, use a lower quality (and easier to obtain) item, or simply go ahead with the Enchant Item evocation.
Step One: The Basic Evocation
The power of the evocation – the number of dots in lore you would need to evoke that effect – is the base from which you start. The relic requires an absolute minimum number of successes equal to twice the number of dots in lore required. If your relic evokes an effect, equivalent to a three-dot evocation, you need six successes at this step.
If the relic creates a conjunctional effect that would require knowledge of multiple bodies of lore, then you need a minimum level of successes equal to double the highest level of lore involved. If the relic is a scepter that inspires loyalty in a mortal (Aura of Legend, three dots in Lore of Radiance) while expanding his consciousness (Inspire, four dots in Lore of Longing), then the item requires eight successes at this stage.
If the relic’s effect is not a standard evocation, then the Storyteller should set a minimum based on how powerful the effect is. If it’s comparable to a minor, one-dot evocation, then the player needs two successes; if it’s a powerful effect comparable to a five-dot evocation, then the player needs 10 successes here.
Step Two: The Power Of The Effect
Evocations have a dice pool associated with the effect, which determines how powerful the evocation is – all the standard evocations include an associated dice pool. The relic has its own dice pool for the effect, rather than using that of the wielder or the creator. This dice pool can be made larger by increasing the number of successes required to make the relic.
The basic dice pool for a relic’s effect is the same as the creator’s relevant dice pool. If your character is making a relic that mimics the Create Ward evocation, which involves a Charisma + Intuition pool, then the relic’s dice pool is equal to your character’s Charisma+ Intuition. Relics that mimic the features of a particular visage have a base dice pool equal to the creator’s permanent Faith rating. If the effect is based on two or more different evocations, then the base dice pool is equal to the highest of the creator’s relevant pools. For these items, the player normally rolls the relic’s pool once and applies the successes to all the facets of the effect, but the Storyteller might decide that it’s more appropriate to roll the pool separately for each part of the effect. If multiple characters are collaborating on the item, the dice pool of the character evoking Enchant Object is the one used for the relic.
You can increase this pool by adding more successes to the required total, though, since one of the most common reasons for making enchanted relics is to transcend the creator’s limits. Every success added to the required total adds two dice to the relic’s dice pool, with the only limit being the maximum successes permitted by the relic’s suitability. If you add another three successes to the required total, the relic’s dice pool is six dice larger than your character’s relevant pool.
The difficulty of the relic’s effect roll is the same as the normal difficulty of the appropriate evocation. If the effect isn’t a standard evocation, the Storyteller should decide on a difficulty (6 is usually good). You can’t lower this difficulty by requiring more successes. You can’t accidentally evoke the high-Torment of an evocation when using a relic (another advantage of these items), because the relic produces only the “pre-programmed” effect. (If the relic is designed to heal others, it can’t suddenly harm them instead.) If you want the relic to produce the high-Torment version of an evocation, you have to decide thus when you make the relic. Should you do so, the character suffers a point of temporary Torment to embed that effect in the relic.
Step Three: Frequency Of Use
Once you’ve determined how powerful the relic’s effect is, the next step is determining how often the relic can be used. Relics can be used over and over again, but usually only a few times in each scene. Some relics can be used at whim, but they are much harder to produce, and they require far more successes.
The relic starts at a base of one use per scene. You can increase this limit by adding more successes to the required total. Adding up to four successes to the required total increases the uses-per-scene by the same amount – so if you add three successes to the required total, you can use the relic three more times per scene (for a total of four time). Alternatively, if you add give successes to the required total, the item can be used as many times per scene as you like. Only the finest materials will be able to contain such a powerful effect, however.
Step Four: Other Modifiers
The first three steps are enough to cover almost all enchanted items. Still, there are always other complications and possibilities, other ways to make the relic more complex and time-consuming to produce. The following possibilities cover some ground, but aren’t exhaustive. Working With a Collaborator: It’s possible for a character to work with another demon in order to produce a relic that he could not make alone due to shortcomings in his knowledge of lore. It’s a lot more difficult to create a relic while depending on another’s knowledge, though. As well as increasing the difficulty of the evocation roll (covered later), the successes required to make the item increase by two for every other demon working on it with the character. If a demon had to work with two partners to create a relic – perhaps because each knew part of the lore needed to create the effect – then the player would need another four successes to create the relic. Additional Sacrifice: All enchanted relics require the sacrifice of spiritual energy and the strength of belief to power them, which is normally based on a Willpower or Faith roll. You can make the item easier to create – reducing the number of required successes – by demanding an additional price be paid for each activation of the relic. The roll must still be made, but there are other demands made of the user as well.
If the item requires an onerous sacrifice, reduce the number of successes needed by one. An onerous sacrifice is inconvenient and painful, but it doesn’t threaten the life or sanity of the user or others. An appropriate mechanical sacrifice might be the loss of a lethal health level or having to suffer a penalty to all dice rolls for the rest of the scene. An onerous sacrifice can also be something emotionally meaningful to the user, such as having to hurt someone he loves or give up caring about one important thing in his life every time he uses the relic.
If the item requires a severe sacrifice, reduce the number of required successes by two. A severe sacrifice requires great pain on the part of the user – or on the part of others. Possible examples include having to kill an innocent person each time the item is used, losing a permanent health level, having to cut off a finger or sacrificing one of your memories to the relic. Miscellaneous Limitations: If the evocation produced by the relic is significantly limited, the Storyteller may reduce the required successes by one or even two. It’s important to distinguish, though, between a limited evocation – one that is notably les useful than usual – and a specific effect, which is what the relic is meant to produce. An item that evokes the Lore of Longing but affects only one particular emotion isn’t limited – that’s the appropriate scope of the relic. A relic that affects only that emotion, and in addition works only on women, is limited. It’s up to the Storyteller’s discretion to decide whether an evocation is limited, and what reduction in the required successes is warranted. As a rule of thumb, significant limitations reduce the successes by one, while drastic limitations reduce the required successes by two. Miscellaneous Bonuses: Just as the Storyteller can reduce the required successes for an evocation that seems limited, she can increase the required successes if the evocation seems unusually useful. If the evocation manages to overcome some of the normal limitations of the lore, such as having a longer range, the Storyteller should feel free to increase the requirements by one or even two successes. Step Five: Add It All Up
Now that you’ve worked through all the preceding steps, you should know how many successes you’ll need on the Enchant item evocation roll. If it’s more than the item can hold – or more than you think you can accumulate in the time you have – go back to Step One and tinker with the numbers to reduce the total.
The Evocation
Once you’ve worked out how many successes you require on the extended evocation roll, the next step is to make that roll, which means determining the difficulty number and the dice pool.
The base difficulty number depends on the item being used – 6 if your character created it himself, 8 if someone else made it. The base dice pool is equal to the character’s Dexterity + Crafts. You make a roll for every day your character spends enchanting the relic. When you accumulate the required number of successes, the relic is finished.
If you botch the roll at any point, the potential relic is ruined, and you lose the Faith the item would have required to create. If, over the course of the extended roll, more successful dice are rolled below your character’s Torment than above, the item is cursed, and it demands a higher price from the user.
A number of different modifiers can change both the dice pool and the difficulty of the evocation. Several are listed here. The Storyteller may impose or grant others if she feels it warranted. Ravaging: If your character ravages the souls of her thralls, you can add a number of dice up to her Faith rating to the dice pool for one evocation roll. If you want to increase the pool for the next roll, your character has to ravage her thralls again. Faith: Spending a point of temporary Faith adds an automatic success to one evocation roll. If you want another success on the next roll, you need to spend another point of Faith. Resonance (1): If your character uses appropriate resonances of the Lore of the Forge throughout the extended evocation, the difficulty of the evocation attempt decreases by one. You can also reduce the difficulty by one if the relic resonates with the lore of the evocation. For instance, a gravestone would help an evocation of the Lore of Death; a book of poetry resonates with the Lore of Longing. You can reduce the difficulty by only one for using resonance, even if you use resonances of the Lore of the Forge and enchant an item that resonates with the evocation. Resonance (2): As well as using resonance, you can get a bonus to the evocation if the relic causes resonance as a side effect. You can add an extra die to all the evocation rolls if minor manifestations of the relic’s lore appear in the vicinity when the relic is used. As an example, a relic that evokes the Lore of the Wild might cause plants to grow faster in the area for a day after being used. A relic that evokes the Lore of Death might cause shadows to become permanent in the place where it was used. These manifestations are always too minor to give any real in-game benefit or penalty, but they can make the item slightly easier to track down. (They also make the relic a little more interesting, and that’s worth rewarding.) Visage: If your character benefits from reduced difficulty to his Crafts roll in his apocalyptic form, or if he gains a bonus to his Dexterity, those benefits can be applied to the evocation roll as long as he remains in apocalyptic form while performing the evocation. Doing so for an extended roll is at best impractical, and at worst impossible, though. Characters are going to find it very difficult to remain in revelatory form for days on end. Existing Relic Status: Remember, if the object is already a relic of any kind, it can’t be further enchanted. Collaboration: If other characters are helping you create the item by providing the necessary lore, increase the difficulty of the evocation by one. Multiple collaborators still increase the difficulty by only one. With all the details pinned down, it’s time to roll dice, count successes and determine how well things went for your character!
The Finishing Touches
With the extended evocation roll complete, only a few more things need to be wrapped up before using your relic. Cementing the Evocation: The evocation has been designed and embedded in the relic, but it won’t stay there unless the knot of energies is stabilized. Doing so requires your character to spend a number of temporary Faith points equal to the maximum lore needed for the evocation. So if the relic mimics the two-dot evocation of the Lore of Flame, you need to spend two points of temporary Faith. In the case of evocations that draw on multiple bodies of lore, you don’t need to pay Faith equal to all of those lore ratings – just the highest lore rating of all those acquired. Activation and Use: To use a relic, the operator must sacrifice a measure of her own energy and belief to the item – the amount of energy is usually quite small. Whenever a mortal uses the item, she must make a Willpower roll (difficulty 8) or spend a Willpower point in order to activate the relic’s power. Players of demons must make a Faith roll (difficulty 6) or spend a Faith point to activate the relic. This roll must be made every time the relic is used, but the user needs only a single success each time. If the roll is botched, the user loses a point of the relevant trait. Relics that suffer more onerous use conditions (see Step Four) still require this roll in addition to the other sacrifices that the user must make.
If the characters evokes the high-Torment version of Enchant Object – deliberately or accidentally – the relics demands a higher price of the user, but is more reliable. There’s no need for a dice roll when activating a high-Torment relic. Instead, mortal users must spend a point of Willpower to activate the relic, while demons gain a point of temporary Torment each time they use the device. Eventually the curse of the twisted relic breaks the will of any mortal user and slowly corrupts any demon who draws on its power. As before, any enchanted item that requires a more onerous activation condition retains this price, which must be paid in addition to the normal cost of using the item. High-Torment relics also botch more often – on a roll of 1 or 2 – and those mishaps almost always have tragic consequences. Attunement: Rather than have to make a roll each time your character uses an item – whether he created it or not – the character can attune to the relic. Attuning is an intuitive process that doesn’t require any kind of ritual or knowledge – the user simply needs to gain a feel for the demands and nature of the item. This process is pretty minor for demons, but attunement is more significant to mortals. It’s often a sign of deep obsession and psychological problems, as the mortal begins to fixate on the relic to the extent that he sees it as part of himself. Before a user can attune to an item, he must have it in his possession and have successfully used it at least once.
To attune to a relic, demons must spend one point of permanent Faith, while mortals must spend a point of permanent Willpower (demons can’t choose to spend Willpower instead of Faith). Once the character is attuned to the relic, he can use it with ease, and no dice roll is required to activate the item’s power. If the relic demands a more onerous activation cost, that cost still exists – attunement makes the item more reliable, but doesn’t make it any less demanding. The relic still has an increased botch chance if it is cursed due to a high-Torment evocation, but the attuned user doesn’t need to keep spending Willpower or gaining Torment to use it.
Any number of characters can be attuned to an item at one time. That doesn’t mean that the owner will like it when a newcomer attunes herself to his precious, precious relic. The original user can’t stop the new user from attuning to the relic – unless he steals it away from her before she can do so – but a jealous user might attack or kill anyone who dares to try and use his prized possession.
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Post by Annabelle Devonshire on May 7, 2020 4:29:25 GMT -5
Souls In A Bottle: Building Demonic Relics
Demonic relics are difficult to create, requiring near mastery of the Lore of the Spirit. The mechanical system for creating a demonic relic is pretty simple, however, only slightly more complex than that for creating an enchanted item. Forcing a discorporate soul into a vessel is a fast, straightforward process. You just make a simple roll for the evocation, with few modifiers.
There are two kinds of demonic relics. A simple item is simply a soul – mortal or demon – that has been bound into a mundane object. This object becomes the soul’s body, and it can be manipulated in appropriate ways. Complex demonic items use a captured soul as part of an enchanted relic, allowing the soul to control and alter the relic’s powers.
Choosing The Vessel
Almost any item can be used as a vessel for a disembodied soul, even such high-tech items as computers. It’s easier, however, for a demon to evoke the lore on an object that has a close personal connection to the soul being captured, or on items made from simple materials, so many characters will want to choose the vessel carefully.
If the item being used had a close personal connection to the soul, the difficulty of the evocation is only 6. What counts as a close personal connection? It’s not enough for the person to have simply sued the item in life – no one feels a close personnel connection to the bus she catches or the spatula she keeps in her kitchen. The item must mean something to the person. It doesn’t have to have an intense emotional meaning for her, but it should be something that she found useful and would miss if it were taken away. Computers, cars, favourite shirts, pianos, jewelry – many items in a person’s life could make suitable vessels. Picking an appropriate item usually requires the demon to do some research into her subject (unless she knows him well) and then obtain the item. If you’re capturing the soul of your best friend or next-door neighbor who died last week, this is fairly easy. If you want to ensnare the spirit of a long-dead nobleman, or capture a demon newly summoned from Hell, it gets a lot harder.
If you can’t obtain a suitably meaningful item, that’s not a huge setback – almost any item can be a suitable vessel. In fact, you might want to capture the spirit in a different vessel – especially if you want the spirit in a specific vessel for a reason. Sure, it might be easier to capture that ghost in his favourite rug, but that’s hardly as useful as binding him to your car so he can drive you around.
When you use meaningless items to capture a soul, different objects make the evocation easier or harder to perform. Crystals, gems and precious metals are the easiest materials to use, since their nature resonates particularly well with the Lore of the Spirit and the power of the evocation. Objects made from other materials – stone, wood, glass, steel and so on – are harder to use. The most difficult items to make into vessels are those made from artificial materials or that incorporate high technology – such things as computers, cars, plastic mannequins and the like. Of course, these items are often the most useful ones to make into vessels, since the captured soul can use them in more ways if you succeed in binding it in the first place.
The Evocation
If your character has four dots in the Lore of the Spirit, has a suitable item to hand, and is in the presence of a spirit - a ghost, a nature spirit or a demon outside of its mortal vessel – she can attempt to perform the Anchor the Soul evocation and trap the spirit inside the vessel. Your character doesn’t have to be able to sense the spirit, but if she can’t, she might not know it’s in range for the evocation (or even that it’s there at all).
When your character performs the evocation, the object’s spiritual nature changes momentarily, gaining many of the characteristics of Hell – a spiritual void that emits a terrible gravity. This attraction affects only the targeted spirit – the evocation targets both the object and the chosen spirit, tying those two entities together into a specific configuration that ignores any other spirits in the vicinity. If the spirit resists the pull of the item, the power of the evocation fades and the item’s nature is unchanged. The demon could attempt to use it again with this evocation, but she might suffer increased difficulties if she uses it to try to capture the same spirit.
If they are armed with appropriate relics or limited evocations, mortal thralls can also capture spirits in this way and even enslave incorporeal demons. For this reason, demons rarely bestow such power on even their most trusted thralls. If a mortal did gain such power, most demons that learned of it would make that mortal an immediate target. Still, it’s not impossible. Mortals hungry for demon slaves might be hunting your character even now.
Evoking Anchor the Soul is a simple roll. The player spends a point of temporary Faith and makes a Stamina + Awareness roll where the difficulty depends on the nature of the chosen vessel. If the vessel has personal meaning to the targeted spirit, the difficulty is just 6. If the vessel is made of crystal, gems or precious metals, the difficulty is 7. For an item made of non-precious natural materials, the difficulty is 8, and the difficulty of using an artificial, non-meaningful item is 9.
The target must be within a number of yards equal to the demon’s Faith. If it’s outside this radius, it is untouched by the reliquary’s gravity. The character must be holding the chosen item (or at least touching it if it’s a large item like a motorcycle or statue). If the spirit is affected, it resists the power of the evocation with a Willpower roll (difficulty 8). If the player using the reliquary gains more successes, the evocation takes effect, and the spirit is drawn into the vessel. If the player botches, the character loses another point of temporary Faith, and that item can never be used as a vessel for any soul – the botched evocation has permanently distorted the object’s spiritual nature. If the spirit botches its Willpower roll, it is not only bound into the item, but it also loses a point of permanent Willpower.
Only a few additional factors can modify the evocation roll. Taking extra time is ineffective – this is an instantaneous evocation, and there are no benefits for extending the performance over a longer time. In fact, stalling just gives the targeted spirit a chance to escape.
Ravaging: By ravaging the souls of your character’s thralls, you can add a number of dice up to her Faith rating to the dice pool for the evocation.
Faith: Spending a point of temporary Faith adds an automatic success to the evocation roll.
Resonance: Anchor the Soul benefits from the resonances of the Lore of the Spirit. If the character incorporates symbols such as religious trappings, shadows or magic circles into the evocation, the difficulty of the roll decreases by one. Furthermore, resonances can still come into effect if the spirit being targeted is a demon. If the vessel is made primarily of materials that resonate with the primary lore of the target or is an object associated with that lore, then the Storyteller may reduce the difficulty of the evocation by one. For instance, a scepter would resonate with a character of the Qingu visage (Lore of Radiance), while an item made of bone would resonate with a demon of the Namtar visage (Lore of Death). No matter how many levels of resonance are involved, the difficulty of the evocation decrease by only one in this way.
Visage: If your character is performing this evocation in her revelatory form, your dice pool benefits from any increase in Stamina, or difficult reduction for Awareness-related rolls, that are associated with that form.
Existing Relic Status: An item that is already a relic, or that already contains a soul, cannot be used as a vessel. Souls can be incorporated into enchanted relics, but only when the relic is being enchanted. There was a time when a vessel could contain two, three or a legion of souls, but no longer. Now an object can barely contain a single soul, mortal or demonic.
The Storyteller might also assign further modifiers if he feels that other relevant factors apply.
Once the evocation is complete, the relic acts as a prison for the spirit for a number of days equal to your character’s permanent Faith rating. After this time, the relic falls apart, breaks down or crumbles into dust, and the spirit is freed and unbound – and possibly very angry at the demon that dared to enslave it. To bind the spirit into the item permanently, you need to spend a point of temporary Willpower. Doing so stabilizes the evocation and stops the relic from falling apart under the strain of containing the spirit. If the relic is damaged, it will still act as a vessel for the imprisoned spirit. Only if the item loses all its health levels is the trapped spirit freed.
Interpreting The Success
Even a single success on the evocation roll means that the spirit is trapped in the vessel. Such a marginal evocation, though, leaves the spirit lost inside the object, unable to sense the outside world more than feebly, unable to communicate with others and unbound by the will of the evoker. More successes leave the spirit with a greater capability to interact with the world, or they allow the evoker to bind the spirit to her will.
Divide your total successes between binding the spirit and empowering the spirit, then determine the results in the following sections.
Binding The Soul
Unless the evoker works to bind the trapped spirit to her will, it is under no compulsion to obey her commands or work toward her goals. Strongly binding the spirit forces it to obey the evoker. While demons are immune to mind-control, they can be bound just as tightly as mortal spirits. The binding process is similar to that used in summoning and binding rituals, though the mechanics are different. Zero successes: The spirit is trapped within the item but is completely free from the evoker’s control. It can do whatever it likes – assuming ti has the power to do anything in this state. Anyone who can communicate with the spirit can ask it to do her bidding, but it’s up to the spirit to decide whether to accede to the request. A wise character should learn the spirit’s True Name if possible and use that to force obedience from the spirit. The trapped spirit can work against the wielder in various ways. A rebellious spirit trapped in a sword could make it more difficult to attack effectively with that weapon, and possibly even turn the blade on the user.
One success: The spirit is sometimes compelled to accede to the demands of the evoker, but it can fight back. If the creator of the relic can communicate with the spirit, she can demand that it perform a certain duty. The character and the trapped spirit make opposed Willpower rolls; if the character wins the content, the trapped spirit must obey that specific order. If the character botches the contest, the trapped spirit gains strength, recovers a point of temporary Willpower and can refuse to follow the user’s wishes. For example, the spirit inside a sword might refuse to improve the user’s dice pool or channel a useful evocation through the blade.
Two successes: The spirit is bound so strongly into the vessel that it is constantly compelled to accede to the wishes of the item’s creator. Unless a request goes directly against the trapped spirit’s Nature, the spirit must obey any orders the relic’s creator makes. Demands that violate its Nature call for a resisted Willpower roll, however. It’s quite possible that if a spirit is trapped for a long time, its Nature might change, becoming more attuned to the wishes and personality of its master and slowly falling into line with all requests.
Three successes: The spirit can no longer refuse the requests and demands of the evoker, so it automatically aids the character in whatever ways it can.
It’s important to note that the trapped spirit is bound only to the demon that imprisoned it, not to anyone who uses the relic. If someone else picks up the item, the spirit is free to do whatever it wants (if it can do anything at all). If the creator of the item is sent back to Hell or permanently destroyed, the spirit is completely free. Of course, the creator of the item can also order the spirit to obey another character, and if the creator then dies, the spirit is stuck obeying the wishes of its new master.
Empowerment
The more empowered the trapped spirit is, the more able it is to perceive the outside world, communicate with others and exercise its will over the vessel. Demon spirits have more options than mortal spirits, since they can continue to use their lore and abilities in limited ways even while trapped, but greater empowerment will give the demonic spirit a better capability to use that lore. Demonic spirits continue to collect Faith from any existing pacts, and they retain demonic powers such as resistance to mind-control.
(Note that even though trapped demonic spirits don’t have Physical Attributes any more, they still include their pre-imprisonment Attributes in the dice pools for evocations as normal.)
As a default state, the trapped spirit has only a very vague sense of the outside world. It cannot see or hear, but it can sense nearby objects and tell when the vessel is moving or being held by another. The spirit cannot communicate with the outside, unless someone contacts it with evocations, invocations or special abilities. The spirit has no control over its vessel’s movements, and the item is no more robust than normal.
The more successes you devote to empowering the spirit inside the relic, the more that spirit can do in your service. For each success you spend on empowering the spirit, you can choose one package of abilities from the following list. (Each package can be chosen only once.)
Keen Senses: While the spirit has no sensory organs, it nonetheless posses the full range of human sensory abilities. It can see in the dark, hear any audible sound and even detect smells and changes in temperature. The spirit can also detect other nearby spirits – even those that are invisible or hidden inside objects.
Communication: The spirit can communicate with any being who is holding or interacting with its vessel. This communication is usually silent and telepathic, but it might be audible if the vessel’s properties would allow it. For instance, a radio could broadcast audible speech, while a mannequin could speak through its mouth.
Vessel Control: The spirit can move and animate its vessel as if the item were its normal body. The vessel can only move in ways that make sense, however. A spirit inside a ventriloquist’s dummy could walk and pick up small items but not talk, unless the relic has the Communication ability. A possessed car or motorcycle could drive itself (assuming it can sense where it’s going). A possessed sword couldn’t move under its own power, because it has no way of getting around, but it could still influence its movement when being swung in combat. The handler and Storyteller should work together to determine any relevant details like speed and capabilities of the vessel.
Spirits that animate their vessels use their normal dice pools for any relevant tasks (such as Dexterity + Drive for a possessed car or Dexterity + Athletics for a possessed doll). The spirit can use its dice pool in place of that of the item’s user if it is higher. A possessed sword could use its own Dexterity + Melee pool instead of its wielder’s, making the user seem more skilled in combat. A poorly bound spirit can work against the user with its own dice pools, making the roll to use the item a resisted roll. The car could turn against the direction the driver wants to go, while the sword could swing away from the target.
Enhanced Durability: The possessed item is far more robust and durable than a normal item of its type. Add the spirit’s Stamina rating to the item’s normal Soak pool, and add a number of health levels equal to the spirits’ permanent Willpower to the item’s normal total. The spirit does not suffer wound penalties if the item is damaged. The spirit can spend one temporary Willpower point each week to repair one level of damage. Spiritual Infusion: Only vessels containing demonic spirits can have this quality. The demon’s soul infuses the structure of the relic fully, altering the item’s spiritual shape to better fit. The demon is still trapped within the item, but it can channel its powers and lore through the relic – to a limited extent. The relic is a prison, after all, and it will not allow the demon full reign over its lore.
All demons bound into relics retain their immunity to possession and mind-control, as well as their capability to see through illusions. Spiritual infusion gives the demon two other important benefits.
First, the demon can use a limited number of its evocations – just one possible evocation from each body of lore the demon knows. A demon with knowledge of three bodies of lore can perform only one evocation that it knows from each path, for a total of three available evocations. This is a mere trickle of power compared to the freedom the demon would have in a living host, but it’s all the vessel will allow. The player and Storyteller should work together to pick the evocations the spirit can perform, and to modify the evocations to better fit the demon’s new form. The evocations can be minor or major, one-dot or five-dots, as long as the spirit knows how to perform them. The spirit uses its normal dice pool to perform the evocation, and it can accidentally (or deliberately) perform the high-Torment version instead of the low-Torment version of any evocation it performs. The demon must possess at least one point of temporary Faith to use its evocations.
Second, the item becomes charged with the nature and purpose of the demon, making it a superior tool if it used in ways appropriate to that nature. The difficulty of certain dice rolls – those aligned with the demon’s Nature – made with the relic decreases by two. The actions modified in this way are usually those associated with the demon’s House, and its role both before and after the Fall. Only those actions made directly using the relic are modified; if the relic can’t be used in an appropriate fashion, the user doesn’t get the benefit. If the demon has control over its vessel and can make its own actions, those action can benefit as well. It’s easier to use a body that’s tailor-made for certain kind of task.
Defilers: Reduce the difficulty of Social tasks that enthrall others or any tasks involving travel through water (such as swimming or boating)
Devils: Reduce the difficulty of Social rolls for lying or deceiving others, as well as attempts to inspire or command others
Devourers: Reduce the difficulty of attack rolls in combat
Fiends: Reduce the difficulty of Research, Knowledge or Investigation rolls, or any Occult rolls involving divination
Malefactors: Reduce the difficulty of Crafts and Technology rolls, or any attempt to build or tear down inanimate objects
Scourges: Reduce the difficulty of parry attempts in combat, of Medicine rolls and of tasks made to directly protect another person
Slayers: Reduce the difficulty of damage rolls in combat
Demonic Items and Faith
The nature of spirits – both mortal and demon – changes as a result of their imprisonment within a relic. The spiritual space within the relic is very much like that of Hell, and Hell is not a place that permits Faith.
Demonic spirits within a relic no longer gain Faith from any pacts they made before being imprisoned. The pacts remain in place, and the demon can start gaining Faith from them again if it escapes its prison – but while inside the relic, the demon cannot gain that Faith. This is a problem for both the demon and the relic’s creator – without Faith, the spirit cannot use its evocations or special abilities. Demons who possess relics soon become desperate and greedy for Faith, and will do almost anything to get more.
A trapped demon can gain Faith in only two ways while it is inside a relic. The first is for the creator or user of the relic to use the item in an appropriate way while reaping Faith from a mortal – using a demonic knife to torture a mortal, or healing a man with a touch from a possessed scepter. If the reaping attempt is successful, the demon using the item can decide whether to keep the Faith for himself or allow the demon in the relic to take it.
The second way the demon can gain Faith is if it makes a new pact with a mortal while it is still imprisoned in the relic. If the trapped demon can communicate with a mortal who’s come into possession of the relic, it can make promises and bargains as normal, empowering a mortal thrall and gaining Faith from him. Because this pact was made through the binding walls of the relic, the Faith from this new thrall is able to slip past the barriers and feed the hungry demon. Of course, for this to continue, the demon must hold up its end of the pact, and there are severe limits to what it can do while trapped inside the relic. Pacts made by trapped demons tend to revolve around allowing the mortal free access to the relic, and using the demon’s powers in his service – a position that most demons find galling in the extreme. If it is freed from the relic, the demon retains any pacts it made with thralls while it was imprisoned, but some demons might prefer to get rid of the mortals that once had power over them. Unfortunately, the exigencies of maintaining the pact through the barrier of the relic make it impossible for the demon to maintain more than one pact at any given time. Therefore, these relics tend to find their way from one mortal wielder to another, leaving a trail of broken minds and ruined bodies in their wake.
Mortal spirits trapped inside relics continue to produce Faith, but at a slower rate. More precisely, less of their Faith is able to escape the relic; the rest simply dissipates into the ether. A mortal subject of an existing pact who is trapped in a relic – such as a demon’s thrall who was murdered then bound as a ghost – provides Faith to the demon once per week, rather than every day. If the demon is foolish enough to ravage the trapped thrall for more Faith and he exceeds the spirit’s Willpower, the spirit is utterly consumed and the relic becomes useless.
A mortal spirit that isn’t a demon’s thrall can enter into a pact while trapped in a relic, as long as the demon can communicate with the spirit. Such pacts tend to be short-lived, as most mortal spirits want little more than to be released from their prison. Once free, the ghost can return to the afterlife.
Making Complex Demonic Items
Relics are powerful, but they have drawbacks - they can be hard to control, and they can produce only the effects they’re programmed for. These limitations can be overcome (or at least reduced in severity), however, if a demon creatures a relic around the captures soul of a mortal or demon. These complex demonic items are rare, but very powerful. They have an intelligent mind guiding and controlling their functions, and that mind can push through the limits of the relic’s nature and evocations.
To create a complex demonic item, a character must know both the Anchor the Soul and Enchant Object evocations. The demon cannot just force a spirit into an already-existing relic. She must use the spirit as a component in the enchantment process, forming the relic’s spiritual shape around the captured soul. Doing so gives the spirit access to the powers of the relic, allowing it to control the item in more flexible ways, while simultaneously making the relic a cage for the spirit.
The demon creating the relic must have access to the captured spirit while enchanting the item – usually the spirit is already present in another object, held in place by the Anchor the Soul or Imbue Object evocations. During the enchantment process, the demon must free the spirit by breaking its current prison, then perform Anchor the Soul to infuse the spirit into the half-finished relic under construction. It doesn’t matter how tightly or loosely bound the spirit was in its former resting place. The demon must rebind the spirit into the new relic with Anchor the Soul, and divide the successes of the evocation between binding and empowerment all over again.
For the player, the process is quite simple – a merging of the systems for creating enchanted and demonic items, requiring a few more dice rolls and a little more planning. Just follow this list to design and create the relic.
Perform the Anchor the Soul evocation as normal, using the new relic as the focus object. The difficulty of the evocation is the same as for making a demonic item – 6 if the item has a personal connection to the spirit, 7 if it’s made primarily from precious materials, 8 if made from natural materials, and 9 if made from artificial materials. Remember that high-tech items cannot be enchanted, so this new vessel cannot be an electronic device or complex machine.
If the evocation is successful, divide the successes between binding and empowerment as normal. You need to give the spirit the Vessel Control ability, as it will allow the spirit to control and influence the evocation embedded in the enchanted relic. Other abilities have their normal effects.
With the spirit bound into the relic, you can then determine the successes needed to enchant the item. The relic’s effects are based on either your character’s dice pools or those of the trapped spirit, whichever are higher. If you want to increase the relic’s effects, you again base those improvements on the higher pools or traits of your character and the trapped spirit.
When finally performing the Enchant Object evocation, the difficulty of the evocation increases by one, due to the added problems of modifying the evocation to include the trapped soul.
Using Complex Demonic Items
With an intelligent spirit in the driver’s seat of the enchanted item, the relic gains a significant improvement in flexibility and ease of use. The relic gains the following benefits:
Paying the Costs: The trapped spirit can provide the sacrifices needed for the relic’s operation. For normal items, this means the spirit’s traits cover the Willpower roll (if mortal) or the Faith roll (if a demon). Only if this roll fails does the player need to make a roll with the character’s trait. Similarly, a spirit in a high-Torment can pay the Willpower point or gain the point of Torment needed to activate the item. An item with a more onerous requirement will probably demand that payment from the user, not the spirit, but that depends on the nature of the sacrifice. The spirit can’t give up health levels, but it could gain derangements or give up memories if that was the requirement.
Flexibility: Relics normally produce a specific version of a given evocation, such as a particular illusion or a particular emotion. With a spirit controlling the evocation, this effect can become more variable. The spirit can vary the effects of the relic in any appropriate way, producing, for example, any kind of illusion or any kind of emotion. When using the relic to produce an effect it was not designed to create - any variation on the normal effect - the difficulty for the spirit to perform the evocation increases. If the spirit is a demon, it can also evoke the high-Torment version of the evocation - or evoke the normal version of the evocation if the relic only produces the high-Torment version - by gaining a point of Torment. The spirit can still activate only the evocation embedded in the relic, not the other evocations of the lore. If a spirit occupies a relic that can evoke only the Heal effect of the Lore Awakening, it still can’t evoke the Cleanse effect of that lore.
Synergy: If the caged spirit is that of a demon, it can still evoke its lore, and it can supplement the evocations of the relic with its own power. Demons who give a trapped spirit control of a relic should be confident that they can control the spirit within the item. If the spirit is not under the demon’s complete control, it can use the relic’s power any way it likes. If that spirit becomes angry with the relic’s wielder, it’s quite capable of turning the relic’s power upon the user.
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