Relics.   Posted by Ao.Group: 0
 GM, 3 posts
 Alpha, Omega
 The Mana
Wed 30 Jul 2014
at 01:30
It is possible to create magical relics using an ACT. However, it can be difficult. Depending on the relative power of the relic, I may require any number of any type of rolls to create it. If you fail any roll, the relic is not created and the ACT is wasted.
You may have no more active relics than you have points in "creativity." If you try to make a relic that goes over this limit, its creation will automatically fail.
In this setting, there are three main types of relics:
-You can make a phylactery with one ACT, with no chance of failure.
-No one other than you can destroy your phylactery, but it will be destroyed automatically the moment you cast any spell or perform any other ACT.
-While you have a phylactery, no one can direct a harmful effect at you, and your personae will not be considered inactive. However, you cannot collect ACTs while you have a phylactery.
-Phylacteries do not count against the number of relics you can have in play at a given moment in time, but you can only have one.
-(If you need to leave the game for more than a few days, this is how to not get kicked out of the game.)
-Masks have different target numbers, and may require rolls with any stats, depending on what sorts of things the mask does.
-Masks are always related to a specific element, concept, force, or power. Any mage wearing a mask gains power regarding that particular element, but loses power with magic related to other elements.
-Only one mask may be worn at a time.
-Putting on or taking off a mask can be done at any time, but taking off a mask may have negative repercussions.
-Let's face it. Sometimes, you have a bright idea and you want to make it real. It might not fit into the grids and cubbyholes and previously established classifications. That's where this comes in. If you want to make a sword that turns its wielder into a creature of great physical prowess, that falls under here. If you want to make a glass of water that turns purple when you scrutinize it, that goes here, too.
-Miscellaneous relics are judged on a case-by-case basis, and the relative power of each will determine the difficulty of creating them.

This message was last edited by the GM at 23:09, Tue 16 June 2015.

 GM, 47 posts
 Alpha, Omega
 The Mana
Mon 4 Aug 2014
at 19:27
Re: Relics
Except in the case of a phylactery, a relic can be unmade with a single ACT. The original creator of the relic can unmake a relic without rolling for it, but anyone else must make a will check equal to the relative power of the relic, or else its unmaking will have unforeseeable repercussions.

This message was last edited by the GM at 23:10, Tue 16 June 2015.

 GM, 164 posts
 Alpha, Omega
 The Mana
Mon 22 Jun 2015
at 18:39
Re: Relics
Once a relic has been made, it is possible to make it more powerful with another ACT. The sum of ACTs that can be put toward making and empowering a relic cannot exceed your knowledge score.

Each relic has a number associated with its relative power. For newly-created relics, except in specific cases, this is equal to the mana roll made when creating it. Rolls made to empower the relic will have diminishing returns, based on the number of empowerment rolls and the mage's knowledge. Specifically, the empowerment rolled will be multiplied by (knowledge score - number of previous empowerment rolls) / knowledge score. This means that the first empowerment roll works at full power, trending downward incrementally until the point at which further ACTs could not accomplish anything.

Some empowerment ACTs may be used to give a relic a new power, rather than increasing the potency of an existing power. These new powers need to be related to the relic as it already exists in some way. These still suffer from the diminished effects of empowerment rolls.