Creating Magical Items
This is partly house rules, partly a summary of canon rules.
General
- These are general limits that apply in addition to canon rules:
- How many items can a character create and still get other things done?
- How many items can a character use and not have anything backfire?
- These apply to items that work permanently (until/unless somehow destroyed or otherwise ruined).
- These do not apply to items that work only once (e.g. talens, alchemical products).
Types of items
- Items must be spelled out in a book (e.g. a specific fetish) or emulate a specific power (or combination of powers)
- Items may require conversion (e.g. if a gift costs Gnosis, then a treasure emulating that gift may cost Glamour instead)
- To emulate a power from a different game line, the creator must have at least 3 dots in the relevant Lore
Level and genre
- The level of an item emulating one or more powers is the sum of the levels of those powers
- The genre of an item is based on its creator's race/subrace
Creation
- Each creator gets a number of tokens per month
- Successfully creating an item uses a number of tokens equal to its level
- Tokens do not roll over from one month to the next
- Exception: Creating a single item that would use up to two months worth of tokens
- Exception: If staff takes several weeks to process a request, tokens may be taken from any month within that time
Character | Building limit |
---|---|
Shifter | Rituals x 2 |
Changeling | Gremayre x 2 |
Technocrat | Hypertech x 2 |
Other | Occult x 2 |
Carrying/use
- Characters are limited by how many items they can bring into a scene
- Characters can have/use an unlimited number of items at home
- The limit is compared to the sum of the item levels
- To use an out-of-genre item, a character must have at least as many dots in Occult as the item's level
- Shifters must have Rituals instead
- Changelings must have Gremayre instead
- Technocrats using a non-Technocrat item (mage or otherwise) must have Occult and/or RD Data
- If the item requires spending something (e.g. Gnosis), then the character must also have that thing
- All items are considered out-of-genre for the 'Other' group below
- Receiving an item made by another PC does not require buying background dots
Character | Carrying limit | Notes |
---|---|---|
Vampire | Highest discipline + Occult | not x2 (magical items are uncommon for vampires) |
Shifter | (Rank + Rituals) x 2 | |
Mage | (Arete + Occult) x 2 | Technocrats use Hypertech instead of Occult |
Sorcerer/Psychic | (Highest Numina + Occult) x 2 | |
Changeling | (Highest Art + Gremayre) x 2 | |
Wraith/Risen | (Highest Arcanos + Occult) x 2 | |
Demon | (Faith, max 5 + Occult) x 2 | |
Other | Occult x 2 | Includes Mortal, Ghoul, Subrace:Kinfolk, Subrace:Kinain, Possessed, Bygone |
Discrepancies
- Need to decide on in-between limits for items that work for a fixed duration (e.g. one month) but are reusable within that time
Vampire
(to be filled out: Enchant Talisman, Chanjelin Ward, Entrap Ephemera, etc.)
Werewolf
Fetishes
Hammer and Klaive chapter 2 (pages 41-59)
- Gnosis 4 to 8 (H+K 46)
- Level 1 to 5 (H+K 46-47)
- Summon a spirit (Rite of Summoning, Gnosis vs 3 assuming you enter the Umbra for a couple hours) and bind it into an object (Rite of the Fetish, Wits + Rituals vs 10) (WtA 161)
Modifiers to Rite of the Fetish difficulty:
Activity | Difficulty Modifier |
---|---|
Research (Mentor or Kinfolk vs 8, Allies or Contacts vs 9 if relevant, one week per dot) | -1 per success |
Botch research; misleading information | negate 1 success on Rite of the Fetish |
Rite of Cleansing (Charisma + Rituals vs 7 (6 at dawn), WtA 157) | -1 per success over fetish level |
Less than 3 successes on Rite of Summoning; spirit is hostile (H+K 50-51) | +1 |
Call to Duty (know a specific spirit's name or spend 2 Gnosis, Charisma + Leadership vs spirit's Willpower, WtA 140) | -1 |
Clever persuasion (Charisma + Expression or Performance or Leadership vs spirit's Willpower, at least as many successes as fetish level) | -1 |
Spend permanent Gnosis | -2 per dot |
Taboo | -1 to -3 |
Direct threat | Up to -4 or automatic failure |
Indirect threat (Charisma or Manipulation + Intimidation vs spirit's Willpower) | -1 |
Activated using Willpower instead of Gnosis | +2 |
Multiple spirits per fetish (H+K 57):
- Black Furies can perform Rite of Summoning multiple times, or use Call of Duty to attract multiple spirits
- Glass Walkers can perform Rite of Summoning multiple times
- Grand klaives and other fetishes with multiple effects (any tribe can attempt this):
- Perform Rite of the Fetish an additional time for the additional effect; if it fails, stop and try again later
- Roll the fetish's old Gnosis vs (new level * 2)
- Success = existing spirit(s) get angry; fetish ruined, ritualist takes 1 (potentially soakable) agg per success
- Number of dice can be reduced using same methods as reducing difficulty of Rite of the Fetish
Talens
- Same as fetishes, except Rite of the Fetish is replaced with Rite of Binding
- Spend 1 or more Gnosis
- Roll Willpower vs (spirit's Gnosis - amount of Gnosis spent)
- 1 talen per success, plus 2 to 3 more if a greater spirit is bound
Mage
Artifacts/Inventions
- Forged by Dragon's Fire 15-20, examples 20-25
- Crafting
- Artifacts: Dexterity + Crafts
- Inventions: Intelligence + (Technology or Computer, or Hypertech but it's more prone to Paradox Earth-side)
- One roll = one IC hour
- Accumulate 30+ successes
- Purification (optional)
- Prime 2
- Get 3 successful rolls in a row; if you do, Quickening is -2 difficulty
- Quickening
- Prime 4 (3 with Tass with appropriate resonance, 4 lets you create your own Tass from Quintessence), vulgar
- Living artifact: need Prime 5 (4 with appropriate Tass)
- Paradox handling other than mitigating: need Prime 5
- Must have sphere level(s) sufficient to create the desired effect
- One roll = one IC hour
- Item's point value equals sum of sphere levels to create its effect
- Flaws can reduce point value by up to 3
- Item is continuously active: double point value
- Accumulate 2 successes per point
- Spend 1 Quintessence/Tass per success required (does not reduce difficulty)
- Prime 4 (3 with Tass with appropriate resonance, 4 lets you create your own Tass from Quintessence), vulgar
- Usage
- Must activate each time: roll Arete vs (3 + highest sphere level emulated) and get at least one success
- This does not apply if the item is continuously active
Charms/Gadgets
- Forged by Dragon's Fire 25-28, examples 28-31
- Single-use items
- Crafting and purification works the same as artifacts/inventions
- Quickening
- Requires one less dot of Prime
- Paradox handling is limited to mitigating
- Point value is half the highest sphere level (round up) + 1 per additional sphere (regardless of levels)
- Can create (Arete x 2) instances at once
- Does not require an Arete roll to activate
- Shelf life:
- Default = 3 months
- 1 extra success = 1 year
- 2 extra successes = 5 years
- 3 extra successes = 10 years
- 4 extra successes = 25 years
- 5 extra successes = 100 years
- 6 extra successes = never goes bad
Fetishes
- Forged by Dragon's Fire 31-36, examples 36-39
- Preparation: Spirit must be coerced, beaten in combat, or given chiminage
- Binding
- Spirit 4
- One roll = one IC hour
- Point value is 1 to 5 at ST discretion
- Accumulate four successes per point
- Paradox handling is limited to mitigating or absorbing
- Usage
- Must attune once: roll Willpower vs fetish's Gnosis, fail = must placate spirit before trying again
- Must activate each time: roll Willpower vs fetish's Gnosis and get at least one success
Periapts
- Forged by Dragon's Fire 39-42, examples 42-43
- Quickening
- Usable only by creator: Prime 4 (5 if living)
- Usable by anyone: Matter 5 (Life 5 if living)
- Accumulate 2 successes per level
- Spend 10 points of Tass per level (does not reduce difficulty)
- Holds up to 5 points of Quintessence per level
- Leave it full for (level) months to avoid flaws
- Usage: transfer its Quintessence to yourself
- Physical contact: auto-succeeds, but takes a full turn
- Line of sight: Prime 2
- Outside line of sight: Prime 2 Corr 2
- Recharging: transfer Quintessence to it
- Leave it at a node: (level) points per day
- Prime 3: from a node, Tass, another periapt with same type of resonance (dynamic/static/entropic)
- Prime 4: from an inanimate object, unweaving and possibly destroying it
- Prime 5: from a living (or undead) creature
- Fused periapts
- Worn by mage or familiar continuously for (10 - level) weeks
- If removed, it's reduced to a normal periapt until it has time to re-fuse
- Can spend/recharge its Quintessence as if it was your own
- Also increases your maximum possible Paradox
- Worn by mage or familiar continuously for (10 - level) weeks
Talismans/Devices
- Forged by Dragon's Fire 45-51, examples 51-65
- Has its own Arete
- Mage and talisman can cast effects during same turn
- Can be used by sleepers
- Crafting works the same as artifacts/inventions
- Imbue Arete (required, replaces purification)
- Prime 3, vulgar
- Spend one Tass per roll (does not reduce difficulty)
- Successful roll: item gains one dot of Arete (regardless of number of successes)
- Failure: take a one-point flaw and keep going, or accept the item's current Arete and go to Imbue Powers
- Botch: item useless, if you already took flaws then take 1 aggravated damage per flaw
- One roll = one IC hour
- Imbue Powers (similar to Quickening)
- Accumulate 1 success per point
- Can include Quintessence storage (talisman is a periapt in addition to other effects)
- Paradox handling can include nullification
- Bind the Will: spend 1 permanent Willpower
- Adding powers to an existing talisman
- Imbue Arete: skip
- Imbue Powers: original creator is -2 difficulty, anyone else is +2 difficulty
Grimoires/Principiae
- Forged by Dragon's Fire 65-71, examples 71-75
(to be filled out)
Sorcerer
Enchantment and Alchemy:
- Determine level needed (see Numina chart)
- Work out the ritual (3 XP per dot)
- Cast the ritual (can be reused)
- Enchantment: Intelligence + (Occult / Science) vs (3 + level of ritual)
- Alchemy: Intelligence + (Alchemy / Herbalism / Science) vs (3 + level of ritual)
- Level of item created:
- Enchantment 1-3 typically creates a level 1 item
- Enchantment 4 typically creates a level 2 item
- Enchantment 5 typically creates a level 3 item
- Alchemy is similar, but creates a single-use item
Changeling
Dreams and Nightmares pages 119-122
- Volume
- Amount, scarcity, location
- Harvesting
- Dexterity + Kenning vs 7 (6 for nockers/boggans/nunnehi)
- Crafting/forging
- Extended Dexterity + Crafts vs 7
- Accumulate 6 to 28 successes
- After 8+ successes (if you're not finished already), replace Dexterity with Stamina
- Tempering
- Future owner (if not yourself) should be present at this point
- Dexterity + Kenning vs 8
- Testing
- Intelligence + Enigmas vs (N/5, maximum 9)
- N = amount of Glamour invested
(to be filled out: Nocker-specific stuff)
House rules
How many chimera points do you need?
- Redes: 1 per dot
- Effects based on an art: 2 per dot
- Crafter must have that art at that level or higher
- Glamour: 1 per dot
- Only required if a rede or effect requires spending Glamour
- Holder cannot spend their own Glamour, it must come from the item
- Recharge as normal, e.g. leave it in a freehold
- Treasure: 5 extra chimera points
- This cost is based on the Wyrd rede, but does not affect the item's level
How do you acquire the materials to provide these chimera points?
- Buy them with Dross (+rules Dross)
- Each dot of Dross pays for 4 chimera points per month
- Cannot be stockpiled except by declaring it up front for a specific item
- Harvest them yourself
- Find an area of the Dreaming with appropriate material
- Once per type per month
- Dexterity + Kenning vs 6 (nockers/boggans/nunnehi) or 7 (others), fail = try again next day, botch = try again next month
- Staff will roll privately to check for motherlodes, etc.
How do chimera points affect your rolls?
- Crafting successes: 3 per chimera point, minimum 6, maximum 28
- Testing difficulty: Based on N = number of chimera points
Chimerical armor or melee weapons with no special effects (i.e. the only thing magical about them is that they're chimerical):
- If you have the Dross background, you can probably just buy them from an NPC
- If you want to create them yourself:
- Armor requires one chimera point per soak level
- Melee weapon that does Str+N damage requires N+1 chimera points
- Extended Dexterity + Crafting vs 6 (nockers/boggans) or 7 (others), accumulate at least one success per chimera point
Wraith
(to be filled out)
Demon
Enhance Object (Forge 1)
Demon Player Guide 142-148
- What can you enhance?
- Must be manufactured (Crafts or Technology)
- Must have a physical game mechanic
- Must not have been previously modified with any level of Forge
- Perception + Crafts
- Base difficulty is 5 to 10, depending on size and complexity of item
- Ravage thralls (DtF 251) for more dice (up to your Faith)
- Spend Faith and/or Willpower for one automatic success each
- Take extra time for more dice (up to 2)
- Use resonant tools (DPG 68-71) for -1 difficulty
- Apocalyptic form:
- Reduced difficulty on Crafts applies
- Reduced difficulty on Perception does not apply
- Increased Perception applies
- +1 or +2 difficulty if unfamiliar with the item (can perform a separate Enhance Object evocation to become familiar)
- Allocate successes:
- Reduce a difficulty (-1 per success, minimum 3)
- Increase a difficulty (+1 per success, maximum 10)
- Increase an effect (e.g. damage dice, soak dice) (1 die per success, maximum double original)
- Increase durability (1 health level per success, maximum double original)
- Improve another factor (e.g. car's top speed, pistol's range, computer's memory and speed) (20% per success, maximum double original)
- Duration:
- Lasts for the scene
- Spend a Willpower to make it permanent
- Gift it to a thrall and have them spend a permanent Willpower to make it permanent; they must then activate it per use in some fashion (e.g. succeed at Willpower vs 8, spend Willpower, take 1 unsoakable bashing)
Enchant Object (Forge 4)
Demon Player Guide 148-159
- What can you enchant?
- Can be mechanical, but not technological (unless broken)
- Must not have been previously modified with any level of Forge
- Need at least one dot in the Lore(s) to be emulated (or work with a collaborator who has it)
- Can also emulate an aspect of the apocalyptic form associated with the Lore
- If you create the item from raw materials:
- (Dexterity or Wits or Intelligence) + (Crafts or Technology), extended (one roll per day)
- Up to +2 difficulty if fine work or special tools are needed (e.g. intricate clockwork, engraving)
- Successes are capped at 3 * background (e.g. Resources) used to get the raw materials
- Performing the evocation:
- Dexterity + Crafts, extended
- If you created the item from raw materials:
- Base difficulty = 6 (7 if working with one or more collaborators)
- Successes are capped at the number of successes you got when creating the item
- Otherwise:
- Base difficulty = 8 (9 if working with one or more collaborators)
- Successes are capped at 3 * background used to get the item
- Allocate successes:
- Minimum = 2 * highest level of Lore emulated
- +2 per collaborator
- Up to -2 for requiring onerous/severe sacrifice to activate
- Up to -2 for significant/drastic limitation (e.g. more limited target than usual)
- Up to +2 for bonuses (e.g. longer range)
- Power: Item's dice pool = creator's dice pool for the Lore being emulated; 1 success = 2 more dice
- Frequency: One use per scene; 1 success = 1 more use per scene, or 5 successes = unlimited uses per scene
- Ravage thralls (DtF 251) for more dice (up to your Faith) (on one roll, affecting another roll requires ravaging again)
- Spend Faith and/or Willpower for one automatic success each (on one roll, affecting another roll requires spending again)
- Use resonant tools and/or enchant a resonant item for -1 difficulty (does not stack if you do both)
- Make the item produce resonant side effects for -1 difficulty
- Apocalyptic form: Bonuses to Crafts and/or Dexterity apply
- Minimum = 2 * highest level of Lore emulated
- Spend Faith equal to highest Lore emulated (+1 or -1 at ST discretion, minimum 1)
- This is increased from DtF 191 which just requires spending 1 Faith
- Activating it for a scene:
- Demons must roll Faith vs 6 or spend Faith (botch = lose 1 Faith)
- Others must roll Willpower vs 8 or spend Willpower (botch = lose 1 Willpower)
- If the creator evoked the high-torment version of Forge 4:
- Demons must gain 1 Torment to activate
- Others must spend Willpower to activate
- Item botches more often (2s count as 1s)
- Can attune yourself to an item:
- Demons spend 1 permanent Faith
- Others spend 1 permanent Willpower
- This eliminates the requirement to roll/spend Faith/Willpower or gain Torment
- If the relic has additional activation requirements, those are not eliminated
- If the relic was created with high-torment Forge 4, it still botches more often
- Multiple characters can be attuned to the same item
Demonic Relics
Demon Player Guide 159-166
(to be filled out)