Charms

By Rev. Pee Kitty

**Flaming
Feather**

Charms are occasionally formed during religious ceremonies which focus on the imbuement of spiritual power into a perishable physical object (e.g., Communion, Palm Sunday, etc.). Only divine religions seem to be able to cause them, as an Intervention is required. Theoretically, an infernal religion could likely do the same, if one only existed. If actual game mechanics are desired, this is how it works: Make a d666 roll for every devout believer participating in the ceremony. On a favorable Intervention their particular item will become a sort of weak Relic - a Charm.

Charms that are consumed will typically give the user their total forces in Essence - extra Essence left over will instead be applied as a bonus to the next important roll that they must make. Charms that are carried home will last for as long as the item remains fresh (typically no more than one or two weeks); they act as Reliquaries/1 that only work to give the owner +1 to one important roll each day. More importantly, the owner adds his/her Celestial Forces to any roll to resist a demon's resonance.

Charms cannot be reliably created - they always occur randomly. Theoretically, an actual perishable Relic could be created that would have the same effects, but it's hardly cost-effective to do so. Charms remain a small bonus in the life of the occasional believer - a sign that God helps those who ask for His aid, sometimes in a very direct manner.

Point Cost: None (1 point to any PC starting with one)

**Flaming
Feather**

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