Vous êtes sur la page 1sur 10

NWoD Combined: The Accord (https://sites.google.com/site/mesaccord/) Release Date: Revision: 1.

0 Designer: Jeremiah Spaulding (US2002023190) Lead Writer: Nathan Kelly (US2010066207) Contributors: Jeremiah Spaulding (US2002023190), James Foster (US2004102252), Jared Novak (US2010066214) Editor: Some materials are copyright 2013 and trademarked by CCP hf. All rights reserved.

Accord Magic Item Guide


A few basic ground rules
1. If your PC cannot meet the requirements to use an item (such as being able to spend Essence 2.

3. 4.

5.

6. 7.

8.

to activate it), your PC may not purchase that magic item merit unless otherwise noted. Any Item created by a Venue specific power not covered here may only be used by templates associated with that Venue (E.g. Blood Alchemy potions being used by Vampires, Ghouls or Dhampir). Magic Items are limited to 5 dots, with the exception of already-published items. A single Magic Item may not have effects from more than one Venue (i.e. a Fetish cannot also be a Token; an Imbued Item cannot also be a Death Mask, etc.). a. Magic Item types from the same venue which can normally be combined, such as Imbued and Enhanced Items, can be combined as per normal. Magic items which come into the possession of PCs which would normally be unable to use their magic nature may still be used as a mundane item of the same base type as the item in question (e.g. a Fetish dagger which allows its wielder to communicate across the Veil still functions as a dagger with no other enhancements in the hands of a Mortal) Magic Items which are retained by a PC which cannot use them for more than 30 days (or nearest approximate [i.e. next scheduled game]) lose all magical properties. In order to retain a Magic Item which was created or owned by another PC, the receiving PC must purchase the appropriate Merit within 30 days or by the next scheduled game. a. Magic Items received from another PC that have not yet been paid for with XP may be used only on the VSS on which the PC received the item, and only during the game or convention in which the item was received. b. Magic Items received in this manner may not be used outside of the PCs home domain until such XP expenditure is made. Note that supernaturally improved equipment use their mundane equivalent modifier when calculating the base pool of an action. Any bonus above what the mundane version has is considered a modifier.

Fetishes
1. Fetishes are Low Approval up to a rating of 5, Fetishes with a Merit rating higher than 5 are

Not Sanctioned. 2. Creation of Fetishes for all groups (Mages, Werewolves, and Vampires) uses the rules from Lore of the Forsaken (p. 138-145). a. Although Custom Fetishes are not available at this time, replicating the exact mechanical effect of an existing already published Fetish on a different item is allowed at Low Approval. i. Example: a Drowned Mans Pearl is a 3-dot Fetish which allows the user to breathe underwater for a limited time. Replicating this effect on a set of snorkeling gear with no mechanical difference is allowed. b. A complete list of published Fetishes can be found here: http:// wodindex.wikispaces.com/Fetishes 3. To Create a Fetish: a. Mages must possess the Create Fetish Rote (MET Awakening p. 367) or Spirit 4. b. Vampires must possess the Gris-Gris Ritual (Ancient Bloodlines p. 78). c. Werewolves must possess the Create Fetish Rite (WtF p.162 ) 4. To use a Fetish one must be able to either spend Essence or have Harmony as a morality Trait. a. Exception: Fetishes made by a Werewolf for a Wolf-Blooded. (Blood of the Wolf) b. Exception: A Vampire may use the single Fetish he creates by use of the Gris-Gris ritual from Kindred Voodoo.

Tokens
1. Tokens can be created by Characters with the Token Maker Merit (Rites of Spring p.150) or

Tokenmaster Merit (Equinox Road p. 14-15). Custom Tokens are not available at this time. a. Although Custom Tokens are not available at this time, replicating the exact mechanical effect of an existing already published Token on a different item is allowed at Low Approval. i. Example: a Hedgespun Wardrobe is a 3-dot Token which allows the user to generate a new Hedgespun outfit. Replicating this effect on a phone booth with no mechanical difference is allowed. b. A complete list of published Tokens can be found here: http:// wodindex.wikispaces.com/Tokens 2. Tokens are limited to Changelings, Fae-Touched and those who can meet the catch (i.e. your non-Changeling PC may not purchase a Token for which she cannot fulfill the catch). 3. Tokens are Low Approval, except as follows: a. Promise Tokens are Not Sanctioned.

b. Legendary Tokens are Top Approval, as is knowledge of these items. i. Dawn Court members may have knowledge of the Kingmaker. c. The Hungry Arrowhead is Not Sanctioned. 4. Non Changelings may only use tokens of up to level 3 and must spend a Willpower to

activate it, as well as fulfilling the catch.


5. Token Limbs: a. Low Approval for Changelings and Fae-Touched. Not Sanctioned for any other

characters.
b. The contract taken must be a Universal contract from the core Lost book only.

Artifacts
1. Reserved for the use of the NST office. Not Sanctioned for PCs.

Enhanced Items
1. Enhanced Items can be created in game by applying spells of indefinite Duration to

objects, per the Awakening Addendum. Enhanced Items created in play must be bought as a Merit by their owner. 2. to : Low Approval for all characters if acquired from a PC. Not Sanctioned otherwise. 3. Enhanced Items have an RQ cost of 1 RQ per dot of the item rating (e.g. a 3-dot Enhanced Item has an RQ cost of 3). Mages and Proximi only need to pay the RQ cost for 4 and 5 dot items. a. Thaumium items have an additional 5 RQ cost for all characters. 4. If the Equipment rating of the base item is more than doubled by the Enhancement, it causes Disbelief per the rules, even if being used by a non-Mage/Proximi. 5. Spells of any arcana can make "Special Property" alterations, eg Fate 2 (Platonic Mechanism) or Matter 3 (Jury Rig). a. Specific listed alterations require: i. Alter Integrity (for Increased Durability or Increased Structure) ii. Alter Efficiency (for Increased Equipment Bonus) iii. Alter Size (for Decreased Size from Guardians of the Veil or Increased Size) iv. Armor, Bulletproof, and Durability alterations from Adamantine Arrow are low approval for all orders. v. Multiple Enhanced Items cannot be combined (e.g. a self repairing engine cannot be placed inside a car with bulletproof windows). b. When creating an Enhanced Item in play, calculate its total Merit dots based on the sum of all effects applied to the object, using the guidelines under the Enhanced Item Merit and any expansions of that Merit. c. Thaumium items: i. A character entering play with a Thaumium item must assign 8 successes to create it as per the Forge Thaumium Rote. Thaumium is a 5 dot special property. d. The mana capacity of an Enhanced Item cannot exceed the Merit value of that item.

e. Any effect used to improve an item makes that item an Enhanced Item equal to the

level of the effect used. E.g. Self Repairing Machines are 5 dot effects and items with such an improvement are 5 dot Enhanced Items. This is only used where another method doesnt already apply. 6. See Imbued Items for rules on items that are both Enhanced and Imbued. 7. All benefits from an Enhanced Item count as modifiers to the appropriate pools. Increased Armor counts as a modifier to Defense once past the 5/5 base. 8. Enchanted Item effects currently Not Sanctioned include: a. Ochosis Arrow [Magical Traditions]

Imbued Items
1. Imbued Items are Low Approval for Mages and Proximi, and are Not Sanctioned for other 2. 3. 4. 5.

6. 7.

8.

9.

10. 11. 12.

creature types, even Purified. An Imbued Item can cause paradox. All custom Imbued Items require a Low Approval entry in the Approvals Database. The name, MES number, and character name of any assistants for an Imbued Item casting must be noted in the application for the item. Approval Levels a. to : Low Approval, b. + Imbued Items in printed material are Low Approval c. + Imbued Items not from printed material are Not Sanctioned If an item is both Enhanced and Imbued, calculate the rating limitations as though it were two separate items, one Enhanced and one Imbued. The parts of Tome of the Mysteries (ToM p. 128 etc), which suggests that Imbued Items can be made collaboratively, with different mages casting different spells into the item, are Not Sanctioned. Persistent effects apply automatically and directly to and as if cast by the user of the Imbued Item, though particulars of how a spell applies and what exactly it does are determined when the item is imbued or bought at character creation. The user can be something contained within the object; Storytellers should determine this on a case by case basis. If the effect requires mana, the mana is spent when it activates on its user. For effects that apply to the item itself, see Enhanced Item. Persistent effects on Imbued Items bypass the 1 month Duration limit on spells affecting a living or magical pattern, but end when the item is removed from the users possession. If the effect requires mana, one point is spent for every month the effect is active. Only spells that could be cast using Advanced Prolonged factors by a Master can be made Persistent. Contingent spells targets and specifics are determined by the user of the item when the spell is triggered. Spell factors for an Imbued Items powers cannot be modified and are always the basics as described in the spells write-up.

13. If a spells primary factor is something other than Potency, it is invoked with a Potency of

1 and successes allocated to its primary factor equal to the Imbued Items Merit dots minus one. 14. Imbued Items of Indefinite Duration must be purchased as a Merit by their final owner. Temporary Imbued Items (duration of a month or less) must still abide by the approval restrictions above. 15. The Imbue Item spell is replaced with the following: Imbue Item (Prime + Other Arcana) The mage can imbue any item with magical powers. Practice: Weaving Action: Extended (Downtime) Duration: Advanced Prolonged (one scene) Aspect: Vulgar if any imbued spells are vulgar, otherwise Covert Cost: 1 Mana per spell, plus one for an item with a Mana store Rote Pool: Composure + Crafts + Prime Imbued items are given one or more magical powers. Effectively, any mage who uses the imbued item gains the benefits of its spells even if he did not cast them. See the Imbued Item Merit, pp. 74-75. As Imbued Items must be manufactured in downtime, they are not rolled for as normal extended actions. Instead, presume you have your full success limit (Damage and Success Limits, MET: the Awakening pg 148) in successes to work with. You may employ a Demense and teamwork to increase this, as usual. Imbued Items are commonly enchanted permanently, using Indefinite Duration. This requires five successes or four if the item is inscribed with Atlantean Runes. (pg 153) An item may be constructed with a shorter duration if desired, though the items enchantment dissipates at the end of this duration. Each point of Potency gives one dot to use when building the Imbued Item, which is done exactly as described under the Merit. Note that one point of Potency must be used for the base cost before any points are used on effects or other benefits. Any spell the mage can cast can be incorporated as a contingent effect. If the mage wants a spell to be persistent, they must be able to cast it using Advanced Prolongation (pg 152). Other benefits may be purchased as usual. The final spell is a conjunctional spell involving the ratings of all incorporated spells Arcana. As such, any assistants must meet the prerequisites to participate in the ritual. ( Group Rituals, MET: the Awakening pg 168)
16. Creating an Imbued Item requires one downtime action, plus one additional downtime action

for every additional spell incorporated after the first. These downtimes may be spread out over as long a period as the player wishes. During the final downtime action, the caster must: a. Pay the full mana cost of the spell b. Test for Paradox, if any spells imbued are Vulgar c. Pay a dot of Willpower to relinquish the spell (pg 151) or use one of the optional methods described in Tome of the Mysteries (pg 128). The caster may pay a point of

Willpower instead, but this must be noted; unlike other methods, the resulting Imbued Item may still be disenchanted with Dispel Magic. 17. Specific Imbued item clarifications: a. Alien Cuffs [Banishers]: Banisher only b. Raiment of Return [Adamantine Arrow]: Not Sanctioned c. Translator Chamber [Banishers] Not Sanctioned d. The Truck [Banishers] Not Sanctioned e. Cursed items from Chapter 5 of the Adamantine Arrow book are reserved for use for the NST.

Azothic Items
1. Azothic Items can be purchased and used by Promethean Characters only. (See Strange

Alchemies p. 55) 2. Azothic Items are Low Approval for Prometheans, Not Sanctioned for all others.

Cursed Items
1. Top Approval for canon cursed items. Custom cursed items are not sanctioned at this time.

Blessed Items
1. Blessed/Holy Item [Minds Eye Theater/Book of Spirits]: This is now defined as a Low Approval simple cost Merit ( to ). Blessed items have an RQ cost of 1 RQ per dot of the item rating (e.g. a 3-dot Blessed Item has an RQ cost of 3). The rating of the item can be used as an equipment bonus to mundane Abjurations and Exorcisms (though not to powers which mirror those effects, unless the power is an empowered version of the standard mechanic, such as the Vade Retro Satana Benediction).

Hedgespun Items
1. Hedgespun items are Low Approval for Changeling and Fae Touched, and are Not

Sanctioned for other creature types. 2. Created per Hedgepsun Creation Guide a. Hedgespun Tokens can be crafted by any Changeling with enough skill. Refer to Rites of Spring pages 138 to 140 for the mechanics of finding and/or developing a recipe, and crafting the item. The type of item determines the creation system used. Any Hedgespun Token, regardless of the type, benefits from the Wondrous Allure rule on page 144 of Rites of Spring. Refer below the appropriate calculation of benefits.

b. When determining the total modifier to a pool from Hedgespun items, only the

highest modifier from each type is added. The benefits of multiple items of the same type (i.e. raiment) do not stack or modify each other in any way. c. Hedgespun Artwork i. Hedgespun Artwork is a standard Size 2, Durability 2 item. This is available as a one dot token. Additional effects can be applied based on the table below: 1. +1 Size* 2. +2 Durability* 3. +/- 1 to inspiring a single mundane skill pull depicted in the artwork (purchased multiple times, non-cumulative). This bonus applies to all subjects within a 50 yard radius of the item that can see the item, and is not cumulative with other pieces of Hedgespun Artwork. 4. + 50 yards to the radius of effect 5. Those additional effects marked with an * may be taken multiple times and are cumulative if purchased multiple times for that item. d. Hedgespun Automaton i. Unlike other tokens, a Hedgespun Automaton may be more than 5 dots. It is still purchased as a simple-cost merit, though may be improved over time by purchasing additional dots. Also unlike other tokens, this item may be purchased as a Shared Merit in which several Changelings pitch in to cover the cost. ii. For tracking purposes, all Hedgespun Automata require High Notification in order to track the stats of the Automaton. The sheet for the Automaton on the Approvals DB is considered the correct sheet in the case of any conflict. iii. The most basic Hedgespun Automaton has the following characteristics: 1. Intelligence 1, Wits 1, Strength 1, Dexterity 1, Stamina 1, Size 1 to 3, and no Skills. a. Points spent into the merit increase this further. Regardless of the Skills/Attributes, the automaton may not have a mental or social pool greater than 4. It can only use mundane, non supernatural, equipment, armor, and weapons. 2. Note that while the above template is free the merit must cost at least 1 dot so at least one of the following enhancements must be taken: a. +1 Size* (maximum of Size 7) b. One Skill dot* (maximum 5)

c. One Attribute dot* (maximum 5) d. Those additional effects marked with an * may be taken

multiple times and are cumulative. e. Hedgespun Machines i. A 1-dot Hedgespun machine acts exactly like the mundane version but has a fae quirk, for example an alarm clock that runs away from the user when they try to hit the snooze button. These quirks can have no beneficial or detrimental effect whatsoever on a game. Additional effects can be applied from the table below: a. +1 to the equipment bonus of the item, applicable to non combat/non supernatural pulls* b. +1 Durability* c. Those additional effects marked with an * may be taken multiple times and are cumulative if purchased multiple times for that item. f. Hedgespun Raiment i. Hedgespun Raiment is an article of clothing, be it a full suit or a simple scarf. ii.Hedgespun Raiment uses one of four templates as a base in which additional benefits are added upon it. Below lists the base template and the additional benefits are listed in the table below it. 1. as standard clothing 2. as a Kevlar Vest 3. as a Flak Jacket 4. as Riot Gear 5. +2 to Initiative* 6. +2 to Speed* 7. +1 to a non-supernatural, non-combat skills pools* 8. Immunity to the Armor Piercing ability 9. Chimaeric Armor 10. Those additional effects marked with an * may be taken multiple times and are cumulative if purchased multiple times for that item. g. Hedgespun Weapons i. A Hedgespun weapon represents a melee weapon, firearm, or shield, but can always be used in the hedge. The item retains the alternative attack pool (such as a Katars Strength + Brawl + Weapon pool), base durability, size, strength requirement and damage type of the item it is being modeled after, regardless of materials or method of crafting. The weapon does not keep any special attacks, modifiers, abilities, penalties or traits except

those listed above. ii.A Hedgespun weapon's effective equipment bonus is equal to the base item's equipment bonus or the weapon bonus, whichever is lower, when determining base pools with equipment bonuses. 1. Example: A dagger has an equipment bonus of 2. This means that if a character had a Weaponry skill of 1 and a Strength of 1, their base pool would be 4. A Hedgespun dagger with a +5 modifier would have an equipment bonus of 2 and an additional modifier of +3, for a final modified pool of 7. iii. A Hedgespun weapon begins with a base equipment bonus of +1 to attack or +1 defense. Each dot, including the first can apply an additional effect from the table below: 1. +1 to the equipment bonus of the item* 2. +1 to the Users Defense* 3. +1 Durability* 4. ignores one point of an items Durability (not Armor) when attacking it* 5. +1 Toxicity, not cumulative with other Hedgespun weapons or poison effects* 6. Armor Piercing 1* 7. Collapses (e.g.: Telescopic baton) 8. -1 to next action (e.g.: Sjambok, Stun Gun)* 9. -1 to the Strength Requirement to Wield* iv. Some other effects can be applied but at the cost of two dots of the item: 1. Disarming (as Whip) () 2. 9-Again to attack () 3. Those additional effects marked with an * may be taken multiple times and are cumulative if purchased multiple times for that item. 3. Goblin Fruit are handled as per C:tL addendum (V.B.15 and XI.B). a. Goblin Fruit are Changeling and Fae-Touched only, save where noted Otherwise (XI.B) or by using them through the Goblin Healer Merit, which may affect any character

Hunter Endowments
1. All Hunter Endowments are Low Approval for the Conspiracy with which they are

associated (e.g. Advanced Armory materials are Low Approval for Task Force Valkyrie) and are Not Sanctioned otherwise. 2. Relics from Hunter books are only useable by Members of Ageis Kai Doru.

3. Advanced Armory can only be used by Task Force Valkyrie Characters. 4. Elixirs can only be used by members of the Ascending Ones.

Geist-Specific Items
1. Deathmasks (G:tS, p. 205-208) are Low Approval for Geist PCs, Not Sanctioned for all

2.

4. 5. 6. 7.

others. a. The deathmask's associated Skill bonus is not added to the natural level of the skill. b. The associated "ghost power" of the deathmask is thematic and should not confer any mechanical advantages. Charm (G:tS p. 195) are Low Approval for Geist PCs, Not Sanctioned for all others. a. Must be created via the Dedicate Charm Ceremony after character creation. 3. Fetters (G:tS p. 202) Low Approval for Geist PCs, Not Sanctioned for all others. a. Fetters made after Character Creation require the character sheet of the ghost to be approved by the presiding ST. b. Fetters made after Character Creation require the "Fetter's Binding" ceremony, Geist: the Sin-Eaters pg. 167. c. Geists and spirits cannot be bound into a Fetter. Vanitas (G:tS p. 199) are Low Approval for Geist PCs, Not Sanctioned for all others. Keystones (G:tS p. 193) are Low Approval for Geist PCs, Not Sanctioned for all others. Mechanical Mementos (Book of the Dead) can be used by anyone. (BotD p. 157) Memorabilia (G:tS p.209-212) are Top Approval for Geist PCs, Not Sanctioned for all others.

Plot-specific Minor Magic Items


1. Minor magical items that are part of local storylines do not require special approval. These must be temporary, can only have effects related to the plot they are created for, and lose all special powers when leaving the local VSS. 2. Regional or higher storytellers may extend the area such an item can exist in to the area they control, in the interests of facilitating expansion of the plot.

Vous aimerez peut-être aussi