| Treasure Rating Guidelines |
| Why the rules needed changing: Well, changing is a bit strong. Actually, it's a lot strong. Rather than changing the rules, I'm setting up a clear system to decide what the rating of a given treasure is. When figuring out the cost of a Treasure, use the charts below. Base Rating: As Art level that Treasure mimics. If the Treasure uses an ability that is not an existing Art, determine the appropriate level by comparison - you'll find that most things mimic Art levels fairly well. If the Art in question would normally require a point of Glamour to use, increase the cost by one. Successes: At it's base rating, a Treasure is considered to cast with three successes. If it casts with one sucess, reduce the cost by one. If it casts with four to five successes, increase the cost by one. Then increase the cost by one for each additional success. Variety: Most treasures can only perform a single aspect of an Art. If the Treasure can perform multiple aspects (summon multiple elements with Primal 2, have more than one face with Metamorphisis 2), increase the cost by 1. Charges: Many treasures have a number of charges. Change the cost based on this. 1 charge - Reduce by one 5 charges - Standard 10 charges - Increase by one In additional, change the cost based on how long it takes each charge to renew *Never recharges - Divide cost by ten (Round up only after the character decides how many they want) One per week - Reduce by two One per day - Reduce by one One per hour - Standard However, if the player wishes the item to have a permanent effect, or to activate at will, simply increase the cost by one. Target: If the treasure can only target itself, reduce the cost by one If the treasure can only target its bearer, the cost is standard If the treasure can target any one target of the bearer's choice, the cost is increased by one If the treasure can target two to five targets of the bearer's choice, the cost in increased by two. Cost: For every point of Glamour that the bearer must spend to activate the treasure, reduce the cost by one. For every point of Willpower that the bearer must spend to activate the treasure, reduce the cost by one. Drawback: For a simple drawback (make a roll at Difficulty 8 to use, or has a requirement to use), reduce the cost by one. For a severe drawback, reduce the cost by two. Please note that a Treasure costing more than five points should be considered Legendary, and outside the grasp of PCs, at least to begin with. Jack wants to create bracers of speed for his troll, Edwin. He starts with Quicksilver, a base Art rating of 2. However, it is a Wyrd effect, so the Treasure cost for it, at the moment, is 3. Jack knows that he wants to be able to activate the Treasure at will, and that it should only affect himself. This pushes it up to 4 points - a little more than Jack wants to spend. He bumps it back down to 3 by deciding that it will only cast with one success - one action should be all that he needs. Finally, he decides that after he slows down again, the treasure makes him ravenously hungry, as though he had gone three hours without food. The Storyteller concurs, and Jack now has a two-point Treasure that he can be proud of. * - This cost is designed for creating Pyxes, a one-shot magical item that the character can use and then dispose of. Pyxes shouldn't have more than three charges. Ever. At the Storyteller's discretion, the character can mix and match their Pyxes to round out their cost (taking five level-one Pyxes with different effects for one point, for example.) It should go without saying that a Pyx MUST have charges. It cannot have a permanent effect. |