IN> New Relic: Transferable Reliquary
William Keith
wjk150 at email.psu.edu
Sat Mar 31 12:15:07 CDT 2007
(Inspired by Asmodeus' Dealer Distinction.)
This relic appears to be nothing more than a tiny droplet of
viscous, clear liquid -- on a human body, it can easily pass as wet
fingernail polish. When its user spends an Essence, the droplet flows
onto a given object and coats it invisibly, converting that object into
an empty reliquary. The reliquary is bonded to the user and can be no
larger, in multiples of roughly the size of a human body, than levels
of artifact purchased. Naturally, as is usual for enchantment living
creatures themselves cannot be so altered. The user can also command
the droplet to return, without Essence expenditure.
The transferability of a reliquary is itself an interesting power,
but of more use for many celestials is the ability to turn anything
into a minor relic! This allows objects to be taken to Heaven, Hell,
or celestial for, causes objects that require fuel or electricity to be
able to draw power from the Symphony for their normal operating
requirements, stops mundane aging processes, makes an object
distinctive to celestial perceptions, and has many other minor
beneficial effects. A given user can only convert one item at a time,
so it's no good for amassing large quantities of material off-Earth,
but to use or examine single objects it is a valuable tool.
An additional feature available for this relic is the ability to
convert an object into a talisman/0 or a corporeal artifact/0, each
costing 1 point (in standard or GURPS IN).
History: The natural source would be a recent invention of Jean's or
Vapula's labs, but that's been done so much, eh? Any number of Words
would have Servitors for which this invention would be in-character.
Its flavor of adaptability makes this entirely appropriate for an
Eliite enchanter to have come up with, or to let it be an old relic
invented in Oannes' day. The ability to bring corporeal material to
Heaven could be in-flavor for David or Marc (or Valefor or Mammon), as
well; its derivation from Asmodeus' Dealer Distinction could also have
been its in-game source. Asmodeus is not commonly known for
enchantment researches, but if he doesn't *completely* neglect the
field someone in the Game might have come up with this surprise. And,
of course, Lilith (or Lilim in general) might be interested in the
ability to collect and possibly trade a few corporeal doodads. An
ethereal spirit might have invented this first, focusing on the
talisman feature, which was later expanded by celestial researchers.
Finally, it could even be an alchemical preparation, though the
alchemist is unlikely to be human, requiring the ability to perform the
Celestial Song of Artifacts.
Point Cost:
In standard In Nomine, I recommend the standard cost of 3/level for a
reliquary (usually a reliquary/1), plus 2 points per multiple of human
size the liquid can affect. (Note that any Essence in the reliquary is
lost when the liquid is retrieved and transferred to a new object.)
In GURPS, it costs 2 points plus 6 points for enough liquid to alter an
object of Size Modifier 0 or less, plus 6 points for every additional
Size Modifier. All the material must be used on a single object unless
multiple base costs are paid (up to the number of 6-point slots
bought). For reference, a car is SM +2, and so would need 20 points of
relic to convert.
(GURPS Mechanics: (This uses 4th Edition!) Version of Modular
Abilities mechanically equivalent to one slot of Super Memorization
with 5 points of space per level to account for the same amount of
enchantment as would be required for a reliquary/1 (with the base spell
assuming an object of Size Modifier no more than 0). The modular
ability is trait-limited to making an object a reliquary, which seems
reasonably as useful as "Allies with Minion and Summonable," a -50%
trait limitation. It further costs 1 Essence per use, for roughly -10%
(Essence being valued at approximately 2 Fatigue), for a net -60%
limitation on the ability. The base is 5 points + 15 points for SM 0,
+ 15 points per SM above 1 (as if the enchantment cost were multiplied
for larger objects like a normal GURPS spell).)
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