Difference between revisions of "Aaron's Artifacts"
From Fate's Harvest
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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. | ||
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+ | 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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Revision as of 16:58, 28 November 2017
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