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Relic Design: Powers and Flaws

Quick Reference Guide

ENHANCEMENTS AND TRAITS


Dot Value Effect
• Enhancement 1 that only applies in one narrow circumstance (comparable to a Skill Specialty).
• Reduces a narrow Complication by 2 ranks, or a broad set of Complications by 1 rank
• Weapons/Armor Only: Gains one point of tags, replaces one tag with another of the same point cost, or loses one negative point of
tags (such as Loud or Slow)
• Weapons Only: Gains infinite ammunition
•• Enhancement 1 that applies to a broad set of actions
•• Total relic Enhancement is halved and converted into an appropriate Scale rank (rounded down); point value is separate from
value of adding Enhancement
•••• Imbue 1 Legend to increase the relic’s appropriate Scale rank by one for the scene

PURVIEWS
Dot Value Effect
• The Scion may learn one Boon from a Purview the relic doesn’t grant as a Boon of a Purview it does grant instead, appropriate to
the relic’s motif; this doesn’t increase the Scion’s usual Boon maximum
• The Scion may use one Boon associated with the relic, even if the Scion lacks access to the associated Purview (using a Boon this
way draws obvious attention to the relic). If the Scion does have access to the associated Purview, they gain a +2 Enhancement on
any involved rolls.
•• Grants access to one Purview, up to two
•• Modifies Duration, Subject, or Range of one Boon the Scion already knows, appropriate to relic’s Motif; the Boon’s Cost, Action,
or whether it requires a Clash may need adjustment when used through the relic, subject to Storyguide’s discretion
••• Grants access to a third Purview; a relic can’t grant more than three Purviews
••• Can store up to (relic dot rating/2) imbued Legend points for later use, rounded down. Imbued points count as spent for purposes
of replenishing spent points, but draw obvious attention to the relic
••••• Grants one Legend point that can be imbued or spent on the relic’s Purviews or appropriate Knacks, and returns after one full
session once spent
KNACKS
Dot Value Effect
- Carries some harmless, unusual sensory effect (e.g. glows, talks, is scented, hums paeans)
• Enables one new Stunt not normally available for an item of its type
• Grants one Heroic Knack; both Knack and Calling must be appropriate to its motif
• Can function without fuel, electricity, or some other basic requirement
• Can alter one physical attribute (e.g. length, shape, material) for the scene, as a simple action; this transformation can replace one
tag with another of equal or lesser value, other than Aggravated, Melee, or Ranged
• Can be conjured and dismissed, each as a simple action
• Has an alternate physical form with the same motif, but its own tags and Enhancements (those from relic effects are chosen
separately for each form); swapping between forms is a simple action
•• Grants one Immortal Knack; both Knack and Calling must be appropriate to its motif
•• Indestructible except through divine intervention
••• Can transform all its physical attributes for the scene, as a simple action; this transformation can replace any number of tags with
others of equal or lesser value, other than Aggravated, Melee, or Ranged
•••• Has a consciousness and personality and can be Fatebound using mortal character Conditions. In addition to the usual resolution
options, the relic’s Condition could result in losing it somehow; this is not necessarily permanent, but if the Scion reclaims it, the
Strength of the Fatebinding resets to zero.
• - ••••• Has a consciousness and personality and is also a follower with dots equal to relic dots added; create the follower as normal
(Scion: Hero, p. 203) when the Scion obtains the relic. Scion can spend a Momentum to allow relic to act independently, with its
own spot in the initiative roster, for the scene; its actions no longer take up her turn.

FLAWS
Dot Value Effect
• Relic only functions if user inputs a password or speaks a particular phrase, takes an action; once confirmed, Relic functions for
the scene
• Relic imparts an appropriate Complication upon its user if a specific Attribute amount is not met. This Complication is equal to
(5 - Attribute).
•• Relic must be reloaded, refueled, or recharged after each use, which takes an action
•• One function or tag’s numerical value is randomized and works differently each time Relic is used, subject to a dice roll or
Storyguide’s discretion
•• All Difficulties to use Relic increase by 1 for the scene if it’s exposed to a particular weakness, e.g. submerged in water, used to
take a life, etc.
•• Reduce one tag’s numerical value by one or remove one effect at the end of each scene in which Relic was used as intended
without its user fulfilling a Virtue; restore to full functionality as soon as user fulfills a Virtue while using it.
•• Once per arc, Relic’s divine patron requires a favor; gain the Paying Tribute Condition (p. 204)
••• Each time Relic is used, roll a die with target number 4 to determine whether it functions or not
••• Relic is volatile and causes an attack of some kind on everyone within short range if destroyed or pushed beyond its normal
limits, or if user rolls a botch for its use
••• Relic is jinxed; each time it’s used, the Storyguide adds one point to the Tension Pool.
••• Reduce one tag’s numerical value by one or remove one effect at the end of each scene in which Relic was used as intended
without its user fulfilling a specific type of Virtue; restore to full functionality as soon as user fulfills a Virtue while using it.
•••• Relic is cursed; each time it’s used, it takes an influence action against her using her own traits to urge a certain behavior or
change her Attitude about someone. If the character succumbs to the urge, she earns a point of Momentum.
••• (Demigod Only) The relic’s effects are untamed and catastrophic, adding one die to the Collateral pool whenever it’s used.
••• (Demigod Only) the relic is tied to dire Fates that punish hubris, making all failures on rolls to use the relic that contain divinity
dice mortal failures, even if some of the dice show successes.
••••• Relic is unstable or has an unstable power source; each time it’s used, it makes an attack against its user with either its normal
traits or traits determined by the Storyguide
••••• Relic is inextricably Fatebound to its user somehow and requires 2 Momentum to use each time; if Relic is stolen or harmed,
Scion suffers consequences determined by player and Storyguide when Flaw is chosen, e.g. fatigue penalties, hallucinations, a
geis, etc.
••••• Scion must imbue Relic with a dot of Legend; access this dot as normal while in possession of Relic, but without it lose access
to that dot and all its benefits
• - ••••• Weapon or armor gains a tag with a negative point value equal to this Flaw’s dot rating, such as Loud, Two-Handed, or
Weighty.
• - ••••• Relic has a built-in Complication with a rank equal to this Flaw’s dot rating, e.g. “Heavy,” “Complex,” “Flashy,” etc.
• - ••••• Relic is strongly tied to Fate; in each scene it’s used, the Scion must resolve a Fatebinding of the player’s choice with Strength
equal to this Flaw’s dot rating

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