((Out of Character (OOC) Document))
Chronicle: Mage 2: The Dethroned Queen
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 short‐change 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 game‐breaking. 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 high‐powered flashlight.
• The power
permits short‐lived levitation (no more than a few turns usually).
• The power
duplicates the effect of a 1‐dot 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 2‐dot 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 wolf‐blooded 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 3‐dot 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 4‐dot Gift, Rote, spell, or other supernatural ability
• The fetish provides luck to its owner,
allowing her to benefit from the 9‐again 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 man‐made 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 5‐dot 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 5‐dot fetish) cannot be lowered to a
3‐dots 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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