Relics
The Relic is a modern foci, a cutting-edge technological device created by the Weaver. Designed to anchor the Threads of exotic matter, the Relic allows Weavers to harness and control Patterns without suffering physical harm.
Each Relic is unique in size, form, and appearance. Some may resemble ornate staffs or wands, while others might take the form of intricate amulets, rings, or cybernetic enhancements. Regardless of its design, a Relic resonates with the individual Weaver’s personal frequency signature.
To utilise a Relic, a Weaver must first attune themselves to it in a process called Resonance. This requires focused meditation to align the Weaver’s natural frequency with the Relic, enabling harmony between them. The Relic serves as both a practical tool for weaving Patterns and a symbol of the Weaver’s mastery over exotic matter. As a Weaver’s skill and knowledge grow, they may enhance or modify their Relic, unlocking new capabilities and refining their control over exotic matter. In the hands of a skilled Weaver, a Relic becomes a formidable instrument, reshaping reality and bending the laws of the universe.
Constructing a Relic
Relics are singular, personalised devices, their aesthetics as diverse as Weavers themselves. Manifesting in myriad forms and sizes, they might mirror traditional magical artefacts like elaborate staffs and wands, or adopt the guise of detailed trinkets such as amulets and rings. Crucially, each Relic during its construction is fine-tuned to align with the unique frequency signature of its respective Weaver.
Construction Time
A Relic takes time to construct, demanding patience and precision, the Weaver labours over every minuscule detail ensuring a perfect symbiosis of the ornate artistry and technology. It takes one (1) week per level of the Relic to construct.
Construction Skill Check
At each stage of the Relics construction process (1 week per level) the Weaver must perform a Skill check against the Relic Construction target number.
For example, A Weaver constructing a level 4 Relic, there will be 4 stages with 4 Skill checks required. If the construction is going to be completed over a longer time span, such as between adventures while the Weaver gathers materials, a progress clock can be employed to track the construction over an elapsed period.
Target Number = 4 + (Desired Relic level x 2)
Note: When performing a Construct Relic Skill check, a Weaver can use the Inner Focus Tradecraft & Luck in case of a failed Skill check.
In the event of a Skill check failure at any stage, there is a chance the Resonance with the Relic has not been achieved and the Weaver may have to start the process from scratch. Refer to the table below for details;
Skill Check | Outcome |
---|---|
Critical Failure | Resonance lost, lose half Mats and start over from scratch |
Failure | Lose no mats but start the stage again |
Success | All good, keeping going |
Critical Success | Reduce next Skil check Target number by number of Criticals |
Material Cost
Size | Max Level | Primitive/Low Tech Mats | High Tech Mats |
---|---|---|---|
Ring, Earring, Cufflink | 1 | 10 | 5 |
Bracelet, Chain, Choker | 1 | 10 | 5 |
Amulet, Pendant, Brooch | 2 | 20 | 10 |
Bracers, Flask | 2 | 20 | 10 |
Crystal Ball, Magus Cuber | 3 | 30 | 15 |
Wand, Rod, Totem | 3 | 30 | 15 |
Cane, Scepter, Broomstick | 4 | 40 | 20 |
Staff, Stave | 4 | 40 | 20 |
Script Cost
Each Relic can be attuned to one specific energy type per relic level, influencing how it stabilises the Weaving process. The costs below are in Script and reflect the rarity or complexity of harnessing each type of energy.
Energy Type | Base Script Cost (CS) | Notes |
---|---|---|
Chemical | 10,000 | Manipulates chemical reactions and compounds |
Electric | 12,000 | Harnesses electrical currents and lightning |
Gravitational | 20,000 | Alters gravitational forces; uncommon & specialised |
Ionisation | 18,000 | Influences charged particles |
Kinetic | 15,000 | Directs momentum and motion |
Magnetic | 15,000 | Manipulates magnetic fields |
Atomic | 30,000 | Taps into subatomic forces; highly advanced |
Radiant | 22,000 | Channels light or radiation for potent effects |
Sonic | 14,000 | Generates or shapes sound waves |
Thermal | 16,000 | Raises or lowers heat; mid-range rarity |
Plasma | 25,000 | Utilises ionised gas; highly volatile energy |
Entropy | 35,000 | Governs decay and erosion; extremely risky |
Synaptic | 20,000 | Enables mental or illusionary manipulations |
Crystalline | 28,000 | Employs stable, structured energy for precision |
Game Masters: You can modify these values to better fit your setting’s economic balance.