Tag Archives: Artefacts

Artefacts, basic powers and ego

Basic Powers of the Artefact
Control: An artefact can attempt to control any intelligent humanoid creature
Communications: an Artefact can communicate with any other artefact within 1 mile, and with its Vessel if the Ego Control Check is not Failure.
Stealing Lives: After they have Total Control over a vessel they learn everything about his culture, language and private life (havinga complete knowledge takes time, it could be a DM tool for role playing or adventure hooks)

Ego : +1/lvl
Ego checks: 1D20+ Ego VS 10+ HD + Mods

Modifiers
Earthling Creature with magic powers: +1
Magic Creature: +5
Extra Planar Creature: + ½ total HDs rounded up

Ego Control Checks
Degree of success:

-5 Failure
The Vessel has control over the Artefact, he is free to use its powers and ignore its will. All new Ego checks are made with a malus of -3

-4/-1 Mental Fight
Every action of the Artefact needs an ego check,

+0/+4 Symbiosis
The Vessel and the Artefact two wills coexist in the same body, whenever the artefact wants to impose his will in a potentially dangerous situation (both physical and social) it must succeed in an ego check. The behavior and knoledge are deeply influenced by the vessel, the artefact’s knoledges and personality can emerge when its purpose is active or after an ego check.

+5 Total Control
The Vessel is totally controlled by the Artefact, in 1D6 days the artefact will learn everything about the vessel’s life, the Artefact can uses at will any of the Vessel’s skills and special abilities, can speak with his mouth and in few words it substitutes the Vessels personality.

After a given time the Artefact can attempt to increase its control over the Vessel rolling a new Control Check. The time needed for this action is 1D6+ HDs of the vessel + ego checks Modifiers in days. If the actual Control Check is a Failure the Artefact has to wait this amount of days and roll to leave the Vessel. Leaving a Controlled Vessel also needs a check.

EXPERIENCE
Artefacts gain experience when they Control a new Vessel and from Story Awards related to their Purpose. Defeated opponents grants only the 50% of normal XP.
Vessels gain full XP of defeated monsters if the Control Check is Failure or Mental Fight, 50% if in Symbiosis and no experience if in Total Control.

Powers and special abilities of the artefacts will follow …


Artefacts as PCs?

Lately I was thinkin to a campaign where the players aren’t just human/bizzare beings but the most precious objects of a fantasy world: artefacts…

Role Playing advantages and opportunities:

1. Unless you will cross the path of an evil hobbit you won’t die
2. The level progression in your campaign will not be an escalation of HD and bigger monsters to face, the purpose of an artefact isn’t linked to levels but to opportunities, a goblin can be useful as a dragon if well “used”.
3. Deadly campaign with no regrets, you will need another vessel, but the show will go on with your old knowledges and all your role playing work.

Microlite 20 is perfect for this idea …