Sunday, April 24, 2016

[Mage: The Awakening] Fetishes Indepth: Part V: Point System

((Out of Character (OOC) Document))
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening (Fallen World Chronicle)
Chronicle Storyteller: Jerad Sayler
Cannibalized from Werewolf: The Forsaken Source book: Lore of the Forsaken)


Fetishes In-Depth

A Pentacle Academy lecture series by Daduchos Gabrielle and Thunderbolt Guardian Anton (MD), Dean of the Adamant College.

Part Five: Power Evaluation, Enhancements, & Restrictions

POWER LEVEL DESCRIPTIONS

A Note Fetish Power Duplication:
Some things should be clarified in regards to fetishes duplicating powers. In no case is this system meant to truly shortchange the requirements of a supernatural power. When utilized in fetish form, the costs of the Gift must still be paid, in Essence, and/or Willpower. In addition, if the Gift in question only lasts for a number of turns equal to the number of successes, the fetish is considered to have the “Restricted Duration” Minor Restriction, without lowering the “cost” of the fetish.  Or, to put it another way, unless additional Enhancements or Restrictions – over and beyond what is required by the power are placed on the fetish, the duplicated power works exactly as written, with no alteration of the fetish’s power level. However, the activation test pool may end up as equal to some other traits (instead of the usual Attribute + Skill + power, ie Wisdom or Gnosis thrown in), as with any other fetish. No more than one power may be duplicated in any one fetish.

Each heading contains a description of powers that fit its criteria and lists some examples of powers. If it seems like a power might belong to more than one category, then use the highest point total. Each level description includes some bulleted examples, some from existing fetishes. Remember, some fetishes may have more than one power. If this is the case, assign bonuses to each power.

LEVEL ONE POWERS: MIDDLING (+10 FETISH POINTS EACH)

These powers are relatively minor. The magical effects they generate might be characterized as “tricks” — although the actual ability might be just the thing needed for a character’s success in a particular situation. These powers are often no more advantageous for a particular task than an excellent set of tools or are no more helpful than a piece of readily obtainable, albeit advanced human technology. A fetish that gives a user no more utility than an advanced PDA or camcorder is cool, but not game-altering.

At this level, a fetish is no more useful than a good piece of technology. The benefits provided at this level are relatively minor, and certainly not gamebreaking. The storyteller should still utilize caution for characters that possess a number of smaller” fetishes.

• A weak fetish with a minor or specialized effect.

• A minor dice bonus under certain circumstances, such as a bonus Specialty or two.

• A very simple utility like a sturdy padlock that chews up lock picks used on it.

• This power acts as a ±2 modifier to a roll based on a single Attribute or Skill. Thus, fetish providing a +2 to Computer rolls qualifies here, but a fetish providing a +2 to Intelligence rolls –and Computer rolls does not. This power may not be selected more than once on the same fetish. 

• The power creates light, equal to that of a highpowered flashlight.

• The power permits shortlived levitation (no more than a few turns usually).

• The power duplicates the effect of a 1dot Gift, Spell, or ability.

• The power provides 1/1 or 2/0 or 0/2 Armor that stacks with mundane and Mage Armor.

• The power repairs small, simple objects with few moving parts.

• The power provides the use of 1 dot of an influence or 2 dots of something very specific and niche.      

• The Fetish gains a +1 equipment modifier to its mundane function                             

• The power initiates communication with spirits but does not provide a means to do so.

• The power duplicates one particular ability of a mundane object (make a call, unlock a lock, deliver a poison), noted specifically in the description of the fetish.

• The power is a minor, short-lived magical effect: levitation, the creation of light, magical sustenance, phantom noises, increased movement and minor armor, for example.

• The power can affect permanent changes but on a limited scope, such as the repair of small, simple objects.

• If the power affects spirits, it merely facilitates communication, such as allowing Lunes to see the actions of the user.

• The power is merely a supernatural means of doing something that a mundane object can do: delivering a mundane poison, recording an incident, wiretapping and such.

LEVEL TWO POWERS: EXTRAORDINARY (+20 FETISH POINTS EACH)

These powers are very useful and may become quite powerful with enhancements. These magical effects are pretty profound, and any die-pool modifiers they confer have fairly broad applications. The magical effects generated are pretty impressive and will likely be called upon during a session.

The powers bestowed at this level of ability are useful, and are likely to be used during any individual game session. 

• A moderate bonus to a particular power such as a +3 to its dice pool, or something that replicates the benefits of a modern technological item and improves on them by adding its rating to the item’s equipment modifier.

• This ability adds up to a ±2 modifier to a task roll but modifies a single trait category (Mental, Physical, Social) or use groups (Power, Finesse, Resistance).

• A weapon with a minor bonus like inflicting a minor Tilt on its first strike in combat,

• This ability provides a ±4 bonus to a task draw utilizing a single Attribute or Skill, as above.

• The Fetish gains a +2 equipment modifier to its mundane function

• The power provides 2/2 Armor in any combination.

• The fetish permits communication across the Gauntlet.

• The fetish provides a minor healing effect, such as clearing infection. Healing damage is not possible at this level.

• The fetish duplicates the effects of a 2dot Gift or Rote.

• The fetish is a minor klaive with a base damage rating of +0 or +1 Lethal. See Appendix I.

• The fetish may create illusions that may fool most senses, but may not do damage.

• The fetish is usable by a wolfblooded character or another minor template.

• The fetish imitation of 2 dots of influences.

• This ability adds up to ± 2 modifier to a task roll but modifies trait categories (Mental, Physical, and Social) or use groups (Power, Finesse, and Resistance). These modifiers can apply to multiple Skill or Attribute tasks.

• The power allows a blunt weapon to inflict lethal damage.

• The ability substantially increases a character’s ability to gain information.

• Miscellaneous effects: good healing magic, magical disguise, concealment, temporary blindness, illusions and so on.

• The fetish is a minor klaive with a damage rating of one or two dice.

LEVEL THREE POWERS: EXCEPTIONAL (+30 FETISH POINTS EACH)

These abilities are very powerful and can greatly influence a game, granting powerful new capabilities or allowing her to compensate for general weaknesses, such as the ability to mitigate the effects of Rage. Die-pool modifiers generated at this level are broad. Magical effects are impressive, but often blatant. A Storyteller can pretty much guarantee that these fetishes will be used in most stories.

The powers available to a fetish at this level begin to border on the exceptionally powerful, a potent Fetish with serious impact.  Fetishes at this level are expected to be used often, so Storytellers should plan for this eventuality.

• This ability adds up to a ±4 modifier to task roll utilizing either a single trait category (Mental, Physical, Social), or use group (Power, Finesse, Resistance).

• The Fetish gains a +3 equipment modifier to its mundane function

• The fetish is a greater klaive, with a base damage rating of +2 or +3 Lethal. See Klaives.

• This ability duplicates the effects of a 3dot Gift or Rote.

• A moderate influence at three dots or combination of influences equaling three dots

• A custom Numen, an alteration to an existing Numen

• The power ends or modifies Supernatural or mundane conditions

• The fetish permits serious movement enhancements for the character: boosting the effectiveness of climbing, swimming, burrowing, etc.

• The fetish serious new mode of travel that only works in the shadow like flight for short distances or spider climbing.

• The ability heals Bashing damage.

• The power provides 3/3 Armor in any combination (max 5 of any one Armor trait)

• The fetish is a greater klaive with a damage rating of three or four dice.

• This power bestows an entirely new mode of travel: flight, burrowing or swimming, for example.

• The magical effects are impressive: invisibility, finding a target’s Achilles’ heel, missile deflection, clairsentience or whatever seems appropriate.

• The fetish allows the wielder to circumvent an opponent’s ability to detect her.

• This ability adds up to +4 modifier to a task roll, and Modifies trait categories (Mental, Physical, Social) or use groups (Power, Finesse Resistance).

• Power that ends or controls Death Rage or modifies Rage.

LEVEL FOUR POWERS: POTENT (+40 FETISH POINTS EACH)

These powers are distinguished from merely exceptional powers by their increased scope and potential to radically alter the chronicle. For example, these potent abilities may give the wielder some real control over the spirit world from the material world, such as the power to modify the Gauntlet.

At this level of power, fetishes are called upon often, and provide for their wielder a large degree of power.

The fetish is a greater klaive, with a base damage rating of +4 or +5 Lethal. See Klaives.

The fetish conceals the user from magical scrying.

The fetish provides a broad bonus to a certain activity (ie social maneuvers +3)

The fetish provides +3 bonus to defense, or resistance traits, or against magic, spirit stuff, or other supernatural abilities all of a certain type or choir

The fetish provides 4 dots in Influences

The ability alters the local Gauntlet rating, plus or minus two.

The fetish provides direct control over spirits while in the Shadow – forcing them to become visible, for example. This ability cannot deal damage to the spirit or make it utilize its Numina.

The fetish duplicates the effects of a 4dot Gift, Rote, spell, or other supernatural ability

The fetish provides luck to its owner, allowing her to benefit from the 9again rule for the duration of the power.

The power reduces travel time in the Shadow up to half.

The power provides up to a +4 bonus when dealing with hazards in the Shadow.

The power provides 4/4 Armor (max rating 5 in any one armor)

The fetish permits mind reading. Utilize the rules for Telepathy

The fetish creates illusions that may inflict Bashing or Lethal damage, using the fetish’s level as the relevant dice pool for attacks.

The power may heal Lethal damage.

• This power is a potent magical ability: mind reading, fantastic luck, concealment from magical scrying, illusions that can maim or kill.

• The power directly influences the Gauntlet.

• This ability exerts control over spirits in the Shadow, such as forcing spirits to become visible.

• This power reduces travel time in the Shadow or mitigates the dangers of travel there.

LEVEL FIVE POWERS: PENULTIMATE (+55 FETISH POINTS)

Penultimate abilities outstrip the power level of most Gifts. This level of power is almost always resident in a five-dot fetish, or, rarely, in a heavily restricted four-dot fetish. These represent the abilities of the most powerful spirits and mages deals with.

The strongest set of abilities a fetish can possess, these powers are the pinnacle of achievement and are legendary. Only the most powerful spirits that can be housed in a fetish power these abilities and characters should be very careful in making deals with these entities, lest they come out on the short end of the stick.

• This power destroys a single manmade object per use.

• The fetish may command obedience from one or more targets without a reflexive action to resist its effects. Usually limited to a supernatural creature type or spirit choir.

• The fetish is a weapon that inflicts aggravated damage

• The fetish can cause any damage inflicted to consume or destroy Essence or Willpower

• The fetish allows the wielder to act like the Bane of lesser spirits

• The fetish grants +5 Lethal damage to attacks

• The fetish is unbreakable, or unmovable.

• The fetish adds 9s again and 8s to an applicable roll

• This power duplicates the effect of a 5dot Gift, spell, Rote, or other supernatural power

• The fetish adds +5 or more to a roll

• This power may heal Aggravated damage.

• The fetish provides a rote action on a specific roll with the expenditure of willpower points

• The fetish provides 5 dots in influences

• The power provides 5/5 Armor.

• This power destroys any single object created by man.

• Commands obedience without any reflexive action to resist.

• The weapon inflicts aggravated damage.

• This weapon ignores all common defenses.

• The fetish is unmovable.

• The fetish is unbreakable.

• Adds +5 or more to a roll.


ENHANCEMENTS

Enhancements add to the overall effectiveness of powers. A fetish’s power(s) may have more than one enhancement, but powers with more than two enhancements can become overwhelming — this should draw the cynical eye of the Storyteller.

Don’t get hung up on the examples listed below under each category. Depending upon the specific power, one limitation may be either major or minor. In other words, one power’s minor enhancement may be another power’s major enhancement. If the enhancement is going to improve the power’s performance nearly every time, then it’s probably a major enhancement, even if it’s listed under minor enhancements below.

Even if a fetish has more than one power, and a particular enhancement could affect all the powers that the fetish has, only assign the enhancement points once. Do not assign them for each power that could possibly be affected.

MINOR ENHANCEMENTS (+5 FETISH POINTS EACH)

Minor enhancements normally modify low-level powers, or just provide a slight boost to a given power. Particularly potent powers should probably have minor enhancements if they have any enhancements at all.

Automatic: A minor power that works automatically, but only under limited circumstances. This does not mean automatic activation of the fetish.

Immunity: The character cannot be affected by the fetish’ own power. For example, the power is some kind of explosion or emanation that does not affect the wielder.

Range: The power doubles the range of weapons or thrown objects.

Time: The power lasts longer than normal, such as a minute per success on the activation roll. The time enhancement changes a fetish’s power duration from a number of turns equal to the successes on the activation draw (the default) to a minute per success on the activation draw. Spending a point of Essence instead of making an activation draw is counted as rolling one success.

MAJOR ENHANCEMENTS (+10 FETISH POINTS EACH)

Major enhancements substantially improve the effectiveness of the power. They are used to make minor powers more attractive, and likely shouldn’t be paired with more potent abilities.

Extra Uses: The fetish has one extra use (talens only).

Fast Activation: Activating the fetish is a reflexive action, rather than an instant action. Almost all combat oriented fetishes have this enhancement, otherwise, a user would have to activate it and then use the fetish on the following turn.

Range: The power quadruples the range of weapons or thrown objects.

Tattoo: A fetish that exists as a tattoo (this may be a normal tattoo, a scar or a brand). To destroy the tattoo fetish, the wearer must suffer a number of aggravated points of damage equal to the rank of the fetish, delivered to the general area of the tattoo.

Time: The power lasts longer than a normal scene, such as one hour per success on the activation roll.  This time enhancement changes a fetish’s power duration from a number of turns equal to the successes on the activation draw (the default) to an hour per success on the activation draw. Spending a point of Essence instead of making an activation draw is counted as drawing one success.


RESTRICTIONS
Like enhancements, restrictions are cumulative. A fetish with many limitations is far less powerful and is, therefore, cheaper. This fetish’s power is only usable in specific situations when it would normally be more useful. More importantly, restrictions breathe added life into a fetish — they define not what a fetish does, but what it is.

Think about the mercurial nature of spirits, draw upon their bans, their quirks, and their deeply inhuman nature. Think about the nature of animism — the idea that everything has meaning and personality when evaluating an item. If it has none of these things, a Storyteller might need to send the author back to the drawing board. On the other hand, having more than three restrictions of any type is a red flag that someone’s more concerned with min-maxing than having the fetish make sense.

The rule of thumb when deciding whether a restriction is minor or major: if the restriction is only going to come into play nearly every time the fetish could be used, then it’s probably a major restriction.

MINOR RESTRICTIONS (–5 FETISH POINTS EACH)

Restricted Targets: This power only affects certain, specific targets: duguthim, Azlu, males or whatever.

Restricted Locations: This power can only function in forests, in the Shadow, in the ocean and so on. These are usually places where werewolves often find themselves.

Extra Cost: Using the fetish costs a point of Essence.

Minor Chiminage: The spirit must be offered some fairly easily obtainable offering to use the fetish again. Needs to recharge in the sun, under flowing water, in a basin filled with 16-year-old, single malt scotch (Cost — ) or whatever seems appropriate.

Minor Consequences: –2 to some other roll for the duration of the power, or after the power, normally lasting a scene or less.

Restricted Duration: Power that normally lasts a scene only lasts for one round per success.

Restricted Number of Uses: Power can only be activated three or fewer times a day.

MAJOR RESTRICTIONS (–10 FETISH POINTS EACH)

Difficult Activation: Using the fetish takes an Extended Action.

Unreliable: The target of the power gets a reflexive roll to avoid its effect.

Major Consequences: –2 or more to some other roll for the duration of the power, or just after the power activates. Or this consequence lasts much longer than a scene, such as a day.  The Major Consequences Restriction levies a 4 penalty on another roll, lasting one scene or less, or levies a 2 penalty for a minimum of a day.

Actions: This power can only be called upon in a few, specific cases, such as the defense of a locus, during an ungin, while fighting a specific foe and so on. Only in highly specific circumstances does the nature of the power suggests broader uses.

Extra Cost: Using the fetish costs a point of Willpower or Rage.

Restricted Number of Uses: Power can only be activated once a month.

Major Chiminage: As above, but the spirit’s chiminage is difficult to obtain: the blood of a vampire, uncut diamonds (Cost +).

Talen: The fetish is a talen.

Restricted Duration: A power that normally lasts a scene may only last for one round.

Note: No matter how many restrictions are placed on a fetish, the fetish level cannot be reduced by more than one level. So, a fetish that has 60 points invested into it (thus, a 5dot fetish) cannot be lowered to a 3dots or lower due to restrictions. Players are encouraged to place whatever restrictions that make sense on the fetish from a thematic point of view, however.




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