Difference between revisions of "Aaron's Artifacts"
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+ | <!-- | ||
+ | Creating automatons is a little different from creating other Hedgespun items. Mechanically, the process is still the same, though often some particularly unique ingredients go into the crafting of such a "creature." In many cases, parts of dead (or still-living) hobgoblins are necessary. Generally, some kind of "breath of life" is necessary, and this functions as the creature's heart: an everlasting flame, a powerful storm wind trapped in a teacup, a Hedge mouse forever locked in a bottle (and stung constantly by a pair of wasps). | ||
+ | |||
+ | Also, dots spent for such a token needn't be limited at five. Because dots spent contribute to the automaton's overall Attributes and Skills (at a rate of two dots per one Attribute point and one dot per one Skill point), a character could conceivably keep adding dots until the automaton has a wide variety of abilities. Every automaton begins its mockery of life with the following Attributes already in place: Intelligence 1, Wits 1, Dexterity 1, Stamina 1 and Strength 1. The automaton's creator builds upon these base stats. | ||
+ | |||
+ | Stats | ||
+ | Health, Initiative, Speed etc. are determined by the same addition PC traits are. | ||
+ | Size can be 1-3 to start. The creation can only be larger by spending dots. 1 dot = +1 size. | ||
+ | Creation has no Willpower unless dots are purchased in Resolve or Composure. | ||
+ | If a creation has Willpower, it spends it at the behest of its creator. | ||
+ | Automatons DO NOT possess Wyrd, Glamour or Clarity. | ||
+ | Limitations | ||
+ | Every automaton must be fed 1 Glamour every week to keep it animate. It becomes inert and nonresponsive if a week is missed, but will revive if fed more Glamour by its creator. | ||
+ | No Mental/Social dice pool can ever exceed 4 dice. They are not great thinkers or socialites. | ||
+ | ---------------------------------------------------------------- | ||
+ | SIZE CHART | ||
+ | ------ | ||
+ | Size is less about height or length, but rather more based on volume. | ||
+ | == Inanimates == | ||
+ | Size 10: Subcompact Car (Mini Cooper, VW Beetle)<br> | ||
+ | Size 12: Compact Car (Honda Civic); Sports Car (Corvette, Porche 911), Supercar (Lamborghini, Ferrari)<br> | ||
+ | Size 15: Midsize Car (Honda Accord, BMW 325i, BMW M-3, Mercedes AMG); Muscle Car (Dodge Charger, Ford Mustang); Offroad SUV, Minivan<br> | ||
+ | Size 17: Full-Sized Car, Police Car (Lincoln Town Car, Mercedes C320), Military Tactical Truck<br> | ||
+ | Size 20: SUV Limousine, Medium Truck (Freightliner Business Class M2 series, International 4000 series), Bulldozer, Main Battle Tank (M1A2 Abrams), Fighter Jet<br> | ||
+ | Size 21: Transit Bus<br> | ||
+ | Size 24: Tour Bus<br> | ||
+ | Size 25: Tractor-Trailer rig<br> | ||
+ | Size 30: Light Transport aircraft (Douglas DC--3)<br> | ||
+ | Size 40: Heavy Transport aircraft (Lockheed C-5 Galaxy); Ordinary house or shop<br> | ||
+ | Size 60: Small apartment building, large restaurant or store<br> | ||
+ | Size 80: Factory, big box store, office, large apartment building<br> | ||
+ | Size 100 or more: Skyscraper, Shopping Mall, Stadium. | ||
+ | == Living Things == | ||
+ | Size 1: Mouse, rat, small snake, small birds<br> | ||
+ | Size 2: House cat, big snake, large birds, owls, Ravens, human (baby/toddler)<br> | ||
+ | Size 3: Raccoon, small dog, fox, coyote, human (child)<br> | ||
+ | Size 4: Big dog (German Shepherd, Doberman), wolves, eagle, human (pre-teen)<br> | ||
+ | Size 5: Great Dane, Human, leopard, python<br> | ||
+ | Size 6: deer, jaguar, dolphin<br> | ||
+ | Size 7: bears, horse, lion, alligator<br> | ||
+ | Size 8: tiger, grizzly bear<br> | ||
+ | Size 9: cattle<br> | ||
+ | Size 10: moose<br> | ||
+ | Size 11: Wildebeast<br> | ||
+ | Size 12: Bison, Tiger shark<br> | ||
+ | Size 13: Rhino, Hippopotamus<br> | ||
+ | Size 14: Asian elephant, Great White Shark<br> | ||
+ | Size 15: African Elephant, Orca<br> | ||
+ | Size 30: Sperm Whale<br> | ||
+ | Size 35: Blue Whale | ||
+ | --> | ||
+ | |||
+ | |||
+ | |||
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Skeleton Key | Skeleton Key | ||
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Catch: Whenever this key is used to open a door, the skull within the key comes to life and bites into the flesh of the changeling to drink some of its blood in payment. This causes one bashing wound. | Catch: Whenever this key is used to open a door, the skull within the key comes to life and bites into the flesh of the changeling to drink some of its blood in payment. This causes one bashing wound. | ||
− | Drawback: The skull within the key bites deeper, upgrading the bashing wound usually received into a lethal wound. Additionally, the owner of the doorway unlocked in this manner will immediately become aware that someone has done so. Though they will neither know who (or what) specifically | + | Drawback: The skull within the key bites deeper, upgrading the bashing wound usually received into a lethal wound. Additionally, the owner of the doorway unlocked in this manner will immediately become aware that someone has done so. Though they will neither know who (or what) specifically nor how many people are coming through the unlocked doorway. |
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When confronting doorways that are locked with magical wards, the changeling can make a contested Resolve + Composure + Wyrd roll against the one who set the wards, gaining entry to the chambers beyond only if the changeling achieves more successes. This only allows the changeling passage through the wards, but leaves the wards in place for any others that would seek entry. As in the case of mundane traps and alarms, magical ones will still be unaffected when the changeling opens the door, and will go off as they normally would. | When confronting doorways that are locked with magical wards, the changeling can make a contested Resolve + Composure + Wyrd roll against the one who set the wards, gaining entry to the chambers beyond only if the changeling achieves more successes. This only allows the changeling passage through the wards, but leaves the wards in place for any others that would seek entry. As in the case of mundane traps and alarms, magical ones will still be unaffected when the changeling opens the door, and will go off as they normally would. | ||
+ | |||
+ | Explanation | ||
+ | Name: What you will name the token. This can be something flowery (The Atrocious Bludgeon of Matrox the Hideous) to what it says on the tin (The Ugly Stick). | ||
+ | Level: What level the Token is. This is mostly decided upon a gut check of what Power and Drawback the Token has. | ||
+ | Power: What does your Token look like and what does it do? Tokens come in many shapes and sizes from hair brushes to wardrobes and their powers can range from things that have mechanical benefits to things that are much more conceptual in design (able to find to find the exact cardinal direction to the closest Pizza Hut). | ||
+ | Activation: Tokens will almost always be activated via spending Glamour or rolling your Wyrd. Exceptions may be allowed, but only on a case by case basis. | ||
+ | Action: Whether your Tokens activation is Reflexive (you may take other actions in the turn it is activated), Instant (this will take your action), or Extended (if your item requires a set amount of Successes to be met before activation). | ||
+ | Mien: Upon activation most tokens seem to change slightly, what will your token look like to Changeling eyes when it's being used? | ||
+ | Drawback: This will determine what drawbacks and banes come into affect when your Token is activated. As above this can range from mechanical effects to things more for story. | ||
+ | Catch: The Catch is an additional drawback you may suffer to get around spending Glamour or rolling your Wyrd for the Token's activation. The Catch happens simultaneously with the Drawback. This may range from an increase in severity of the Drawback or an additional negative effect of some kind. | ||
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__NOTOC__ __NOEDITSECTION__ | __NOTOC__ __NOEDITSECTION__ | ||
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| style="vertical-align:top; font-variant:small-caps; text-align:left;" | Easilly navigate locks? | | style="vertical-align:top; font-variant:small-caps; text-align:left;" | Easilly navigate locks? | ||
| style="vertical-align:top; text-align:left;" | Better lockpicks | | style="vertical-align:top; text-align:left;" | Better lockpicks | ||
− | | style="vertical-align:top; text-align:left;" | TBD | + | | style="vertical-align:top; text-align:left;" | ''TBD'' |
− | | style="vertical-align:top; text-align:left;" | | + | | style="vertical-align:top; text-align:left;" | ''Skeleton Key'' |
|- | |- | ||
|} | |} | ||
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| style="background-color:#010000; font-family:Palatino Linotype" | | | style="background-color:#010000; font-family:Palatino Linotype" | | ||
<font style="color:#008AFC; font-variant:small-caps; font-size:12pt">'''Lexicon Lenses''' (Token {{dots|2}})</font>[[Image:Glasses-1.jpg|x150px|right]] | <font style="color:#008AFC; font-variant:small-caps; font-size:12pt">'''Lexicon Lenses''' (Token {{dots|2}})</font>[[Image:Glasses-1.jpg|x150px|right]] | ||
− | :'''Mortal Mask''': | + | :<font style="color:#57D3EE">'''Mortal Mask'''</font>: A cheap pair of costume glasses found at any convenience, clothing, or party store. Costing no more than $9.99 at most. The plastic lenses are usually scratched up a bit, having nothing protecting them from the elements. |
− | :'''Faerie Mien''': | + | :<font style="color:#57D3EE">'''Faerie Mien'''</font>: The arms of the glasses become more gossamer in nature. Strong enough to hold the lenses in place, but fragile looking. The lenses take on a more blue-silver ephemeral glow to them once the magic of the Lexicon Lenses is in effect. |
− | :'''Activation''': | + | :<font style="color:#57D3EE">'''Activation'''</font>: The lenses always appear to be caked with dust, dirt, and other airborne bric-a-brac, as well as severely scratched. The wearer must fog up the lenses once on each lens, then clean them with a black cloth. Upon activation, the lenses of the glasses appear clear and perfectly usable for the wearer. |
− | :'''Function''': | + | :<font style="color:#57D3EE">'''Function'''</font>: Translates any written language into a language understood fluently by the wearer of the Lexicon Lenses. This does not grant the user of the Token to automatically know the written language. So if someone does not speak Ancient Greek, wearing the lenses doesn't automatically grant them knowledge of the language--just the ability to translate words and sentences into a language the wearer does speak. The language is based on Mortal, non-magical languages only. |
− | :'''Drawback''': | + | :<font style="color:#57D3EE">'''Drawback'''</font>: When removing the Lexicon Lenses, the wearer suffers a -1 to all Wits rolls for the next 24hrs, as the wearer endures the similar effects of a migraine. Using a magical means of translating illegible words that the reader doesn't know in other words (that the reader understands/comprehends) can be weary on the person's eyes. |
− | :'''Catch''': | + | :<font style="color:#57D3EE">'''Catch'''</font>: Using the Lexicon Lenses without proper due to the Wyrd causes the wearer to find it difficult speaking clearly. As though the words are on the tip of their tongue, but diminish before they truly come to clear thought. Similar to a mild case of aphasia. This will last for 24hrs. |
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<font style="color:#008AFC; font-variant:small-caps; font-size:12pt">'''Ear Worms''' (Token {{dots|2}})</font>[[Image:Earpiece-1.png|x150px|right]] | <font style="color:#008AFC; font-variant:small-caps; font-size:12pt">'''Ear Worms''' (Token {{dots|2}})</font>[[Image:Earpiece-1.png|x150px|right]] | ||
− | :'''Mortal Mask''': | + | :<font style="color:#57D3EE">'''Mortal Mask'''</font>: A cheap Bluetooth earpiece used for cell phones. Costing no more than $10.99 at most. The earpiece should have a set up that allows for it to wrap around the ear for a secure fit. |
+ | |||
+ | :<font style="color:#57D3EE">'''Faerie Mien'''</font>: Fashioned from the bone and some sinew of a worm-like Hedgebeast, the bone forms the interior of the earpiece that fits snug within the wearer's ear and ear canal. The more flexible material curls itself around the outer ear. Once the magic of the earpiece is in effect, the bone within the ear canal widening just a bit. Not enough to cause damage to the wearer, but you wouldn't want anything thinking it's a small cavernous dwelling either. Then there is the wetness of a slick like an appendage that wiggles itself further into your ear, giving the sensation of the world's worst (or best depending on how you look at it) Wet Willie. The remaining part of the Ear Work that rests on the outside of the ear hardens and looks like a calcified ear brace. | ||
+ | |||
+ | :<font style="color:#57D3EE">'''Activation'''</font>: The earpiece always appears to have some sort of with dust, dirt, and other airborne bric-a-brac inside the small hollow that goes inside the wearer's ear. The wearer must blow into the earpiece (like you use with old NES games). Once placed inside the ear, one must tap the earpiece three times while saying "Testing! 1...2...3" for the Token's magic to activate.'' | ||
+ | |||
+ | :<font style="color:#57D3EE">'''Function'''</font>: Translates any spoken language into a language understood fluently by the wearer of the Ear Worm. This does not grant the user of the Token to automatically know how to speak the language. So if someone does not speak Ancient Greek, wearing the Ear Worm doesn't automatically grant the ability to verbally speak the language--just the ability to translate spoken words and sentences into a language the wearer does audibly comprehend. The language is based on Mortal, and magical languages do not apply. | ||
+ | |||
+ | :<font style="color:#57D3EE">'''Drawback'''</font>: When removing the Ear Worm, the wearer suffers a -1 to all Resolve rolls for the next 24hrs, as the wearer endures a strange inner-ear disorder that makes sound echo funny within one ear (the ear that wore the Ear Worm). Using a magical means of translating illegible words that the listener doesn't know into other words (that the listener understands/comprehends) can be strenuous on the person's hearing, making it difficult to hear things correctly for a time. | ||
+ | |||
+ | :<font style="color:#57D3EE">'''Catch'''</font>: Using the Ear Worm without proper due to the Wyrd causes the wearer to find it difficult hear and make out sounds clearly. As though the sounds are coming in and out of volume, pitch, and tone. Similar to a mild case of diplacusis. This will last for 24hrs. | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | <font style="color:#008AFC; font-variant:small-caps; font-size:12pt">'''Skeleton Key''' (Token {{dots|3}})</font>[[Image:Skeleton Key.jpg|x300px|right]] | ||
+ | :<font style="color:#57D3EE">'''Mortal Mask'''</font>: Skeleton Keys always take the form of an antique/vintage lever lock key, like the ones used in old Victorian homes. Rumors persist of some Changelings that have had this token appear as the form of hotel card keys bearing names of hotels no longer in existence (or never opened, to begin with). Its traditional form has ivy filigree around the stem and collar, with a skull of some form or fashion inlaid onto a solid bow (the top of the key used to turn it inside the lock). The more card-key form still has these designs and stylings on the key in some fashion. Skeleton Keys always looks tarnished, unused, worn out, and barely holding together. | ||
− | :'''Faerie Mien''': | + | :<font style="color:#57D3EE">'''Faerie Mien'''</font>: The Skeleton Key looks to be made of a polished bone with ivy from the Hedge that has been laid inside small grooves within the stem. The pin, where the key's teeth/bits are is also a flattened bone with arcane symbols etched onto both sides. When activated, the inlaid ivy begin to move around the grooves of the key's stem. As the user whispers to the skull at the base of the key, the eyes of the skull and the etched symbols of the key take on a blue-silver ephemeral glow once the magic of the Skeleton Key is in effect. |
− | :'''Activation''': | + | :<font style="color:#57D3EE">'''Activation'''</font>: Before putting the Skeleton Key into use, one first must place whisper the following lines to it: "So if you seek beneath our floors / A treasure that was never yours, / Thief, you have been warned, beware / Of finding more than treasure there!" (''from Harry Potter and the Philosopher's Stone'') |
− | :'''Function''': | + | :<font style="color:#57D3EE">'''Function'''</font>: When activated and placed in the lock, the Skeleton Key allows a changeling to open/access entry through locked doors. This token can only unlock an already established door, and cannot be used to lock any doors, even if it previously unlocked it; or create doorways. Although this will permit the changeling entry, it does nothing to disable any alarms or traps that may have been set upon the door, and in this case, it is likely that going through the doorway will set off any such systems in place. When confronting doorways that are created within the Hedge (i.e. Hollow Doors), the changeling can make a contested Resolve + Composure + Wyrd roll against the one who set any Hollow Wards, gaining entry to the chambers beyond only if the changeling achieves more successes. This only allows the changeling passage through the wards but leaves the wards in place for any others that would seek entry. As in the case of mundane traps and alarms, magical ones will still be unaffected when the changeling opens the door and will "go off" as they normally would. |
− | :'''Drawback''': | + | :<font style="color:#57D3EE">'''Drawback'''</font>: Whenever this key is used to open a door, the skull within the key comes to life and bites into the flesh of the changeling to drink some of its blood in payment. This causes one bashing wound. |
− | :'''Catch''': | + | :<font style="color:#57D3EE">'''Catch'''</font>: The skull within the key bites deeper, upgrading the bashing wound usually received into a lethal wound. Additionally, the owner of the doorway unlocked in this manner will immediately become aware that someone has done so. Though they will neither know who (or what) specifically nor how many people are coming through the unlocked doorway. Also, having circumvented a lock with the Skeleton Key causes one's own doors to not lock for 24 hours. No matter how hard one secures their doors, someone will always find a means pass (ie. the lock never fully locks or is stuck open, or the security tape loses its strength, etc.) |
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Latest revision as of 00:47, 21 February 2018
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