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Running Target ![]() ![]() ![]() Group: Members Posts: 1,150 Joined: 15-December 09 Member No.: 17,968 ![]() |
Charms are enhanted items designed to bring good fortune to any bearer, awakened or mundane. Some believe they create a favourable 'kink' in the local mana flow, some that it sharpens the wits and wiles through an unconscious link, but almost all concur that the millenia-old superstition of lucky trinkets originated in the imitation of the genuine article which is now back in the realms of thaumaturgical science. Crafting charms is demanding and expensive, making them treasured objects.
There are three types of charm that each affect the physical possessor with no need for bonding. Except where noted, they may be used in conjuction with one another. Boons give the bearer an extra pool of Edge points equal to its Force. These points may be used exactly as though they were natural - they don't in themselves allow for more than one Edge point to be spent on the same test/action and they don't increase the attribute rating. Cha Wen is pinned down by suppressive fire but across the room his mage is bleeding out fast. The run has already demanded the use of all three of the samurai's natural Edge points but fortunately she never leaves the house without her lucky ring, a Force 1 boon. She uses its only Edge point to add her full Edge attribute to her dodge roll, but this only grants her three extra dice, not four. Runes are invariably covered in arcane markings (in origin the term 'rune' applies to the markings themselves, but colloquially it now applies eually to the enchanted item) and must be irrevocably assigned a physical or mental attribute within their formulae. They grant a number of Edge points equal to Force that may be spent as normal except for two conditions: A) the test must use the specified attribute and B) a point of edge must already have ben spent on the test. Only one rune may be used on any given test, but it may be used multiple times and even in different ways. Redwood Ray has just summoned a particularly boisterous plant spirit and is facing 12 points of drain. With his drain resistance pool of 10 he doesn't like his prospects much and so adds his Edge of 5. He scores two 5s and a 6, which explodes but for no extra hit. 9 damage is still way too much for Ray, but he has a Willpower 2 rune for just such occasions. He spends a point from the rune to reroll the ten misses and gets two 5s and three 6s which don't explode. The damage is now down to 4 and Ray decides he'd prefer not to incur an injury modifier at this stage, so he uses the rune's second and last point. There are only five missed dice left so instead of a reroll he adds his Edge attribute of 5 for the exploding 6s. He scores a 5 and a 6 which explodes for another 5. The rune is now exhausted but with a dice pool of 10 and one Edge point he's knocked the killer drain down to one box of damage. Had Ray had a rune for his other drain resistance attribute he could have used that instead, but not as well. Sometimes termed 'kingmakers', talismans are the most powerful and rare of all charms. They boost their owner's Edge attribute (and thereby his Edge points) by their Force. Long-term users of talismans, more so than other charms, tend to become highly paranoid of others coveting their power and their special item. Talismans demand great karmic responsibility - when someone loses a talisman they immediately lose the attribute boost and associated Edge points. Should they not have enough Edge points at the time they will perish in Essence minutes as their life force is sucked into the karmic void. A bearer can only have one talisman in use at a time - more may be carried but will be dead weight and don't endanger ther carrier's life. Who knew transvestite ork gangers could be so touchy? Blur only had to drop off the paydata and he could take that well-earned holiday, but a misjudged inflection, or something, has brought some unsmiling attention his way. His only option is to talk his way out and it has to work. His natural Edge is 4 but, thanks to the very recent and very lucky acquisition of a Force 3 talismonger it's effectively 7. He spends a point (his sixth for the run) and adds seven dice to the roll ... Finally Blur makes it to the meet, but the J's astral security notices the charm and it's unceremoniously ripped from the thief's neck. He didn't have enough Edge points to pay back the talisman so not only does he lose the one he does have left but he also drops to the ground in agony. It seems that once again he's at a big disadvantage in the negotiations. Charms replenish their Edge points at exactly the same time their current owner does, but because users who rely on charms rely less on their own prowess the recharging costs a point of karma per charm. If the user can not or will not pay the karma point then the charm will not replenish its Edge points this time and the user must wait again. Let me know what you think of this idea. I'll probably never even use it my own games, but I quite like the notion. For that reason I haven't actually gone so far as to create an enchantment recipe, availability or price for any of them, but then I figured that each GM would have his own idea about how rare and expensive they would be in their game anyway. Essentially I'd imagine it that a Force 1 boon would be no big deal whilst a Force 6 talisman would be as legendary as Excalibur. |
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Lo-Fi Version | Time is now: 26th July 2025 - 09:14 PM |
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