Artifact

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Artifact
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Allowed Item
Mage The Awakening Sourcebook.jpg
Mage The Awakening Sourcebook p. 80
Level(s) ●●● (12XP)
●●●● (20XP)
●●●●● (30XP)
Venue Mage
Possessed By
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This is a Mage House Rule Artifacts start each scene with a Mana Pool of 3 * their dot level. Any Mana above the maximum for the Artifact's pool cannot be placed anywhere else and just bleeds off uselessly.

This is a Character Creation Only Merit, and must be purchased with the initial 7 Merit dots.


Your mage has an item that originated in a Supernal Realm or that has been directly touched by Supernal power. Artifacts cannot be created by Mages -- Their manufacture lies beyond the power of anyone in the fallen world. An Artifact’s powers mimic those of magical spells, and they can sometimes be mistaken for Imbued Items.


An Artifact’s base Merit dot cost is equal to 2 dots plus the dot-rating of the Arcanum power it mimics, plus one dot per additional power. If it has more than one power or simulates a conjunctional spell, use the highest Arcanum dot-rating simulated.

Acquiring an Artifact once play begins does not cost Merit dots; characters must gain them through roleplaying actions. If an Artifact is ever lost, stolen or destroyed, the player loses the Merit and the points he spent to gain it.

Artifacts have the following properties:


Contents

Legendary

Every single Artifact is unique and legendary, meaning that it has a historical or mythical significance that can be researched, even if its origin or use is obscure and largely forgotten in modern times. Some rare Artifacts are new enough to be unknown to most mages, but even these sometimes appear in others’ dreams or prophecies.

A known Artifact can bring its wielder a degree of renown — either good or bad, depending on the Artifact’s legendry. This can act at times like one dot in a sort of Status Merit, although it applies only when the Artifact is of interest to the person its wielder tries to influence, such as a master with whom an audience is requested. The Status lies with the Artifact, not the bearer; if others desire to see it, they might grant the mage audience.

The drawback of this legendary is that others might lust for the Artifact and seek to take it from the mage.


Awakened Use Only

Only mages can use Artifacts. Sleepers and most other supernatural creatures lack the necessary sympathetic connection to the Supernal World.


Unbreakable

All Artifacts have a Durability that’s two points higher than normal for their materials and manufacture.


Function

Persistent or contingent.

A persistent power is always active. The power does not have to be cast by the user to take effect; he simply needs to hold the Artifact or wear it. These include talismans of protection against spirits, mirrors that reflect the Shadow Realm version of whatever room they’re in, or cloaks of invisibility, hiding any portion of the wearer covered. The user must use or wear the Artifact to benefit from the power, but the power cannot be turned on or off with a switch or command word.


A contingent power needs to be activated for each use. It might be a sword that becomes supernaturally sharp when it tastes blood, a carpet that flies when the proper words are spoken, or even a gun made of bones that fires enervating Death energy with each pull of the trigger.


Mana

Some powers require Mana. Use the descriptions for the spell mimicked to determine any possible cost. All Artifacts hold up to 10 Mana points + 1 per spell (so an Artifact with three powers holds up to 13 Mana). A user can draw points from the Artifact to fuel its powers rather than spending his own. This pool is self-replenishing; they are restored at a rate of one point per Merit dot per day, although a mage can spend his own Mana to restore the points more quickly, or use Prime magic to transfer them from a Hallow or some other source (See the Channel Mana spell).


The wielder can also use the Artifact’s Mana to power his own spells, as if he were drawing on his own Mana reserves (he is still limited by his Gnosis for the amount he can spend per turn). He does not need to use the Prime Arcanum to acquire them, but he does need to be in contact (physical or sympathetic) with the Artifact.


Paradox

Artifact powers can invoke Paradoxes just like the spells they mimic, and vulgar effects that are witnessed by Sleepers invoke Disbelief.


Example

The Cave Lord’s Talisman is an Artifact in the form of a medallion that allows its wearer to grow bear claws upon activation (a contingent power). This mimics the Life 3 “Transform Self” spell. It would be rated at five Merit dots (2 + 3rd-dot Arcanum = 5). Remember, though, that the fifth dot costs two dots, so the total cost would be six Merit dots.


Facts about ArtifactRDF feed
Character TypeMage  +
Merit Dots3  +, 4  +, and 5  +
Merit TypeItem  +
Page has default formThis property is a special property in this wiki.Merit Editor  +
ParentMage The Awakening Sourcebook  +, and Enhanced Item  +
PermissionHouse Ruled  +, and Allowed  +
PrerequisiteCharacter Creation Only  +
SourceMage The Awakening Sourcebook  +
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