Talismans
System
Archetypal “magic items,” the self-powered Talismans contain the powers of True Magick in external form. Such miracles have been enchanted to function on their own accord; assuming that someone believes in a Talisman’s power, and knows how to access its fantastic potential, anyone – Awakened or otherwise – can use most Talismans. Certain Talismans even work without human guidance, fulfilling their purpose long after the creating mage has died. Umbral gateways, flying carpets, animated statues, and mighty-enchanted blades comprise some of the more legendary Talismans.
### Employing a Talisman
Like the Devices detailed above, every Talisman has its own Arete rating. That Arete forms the dice pool for the Talisman’s Effects. Although this Trait reflects paranormal power, not true Awakening, certain Talismans could be considered “alive” in some senses of that word.
Powerful Talismans (those of Arete 5 or higher) often display a distinct personality, and may indulge in Stormbringer-like behavior if the “owner” doesn’t suit the Talisman’s nature. Penny Dreadful, for example, has a way of “acquiring” fantastic little treasures; her innate good humor, however, occasionally conflicts with some of the nastier trinkets in her collection, which often leads to a Talisman being melted down or discarded while Penny recovers from the effects of those disputes… some of which can become quite dangerous. As with other Wonders, Talismans feature potent Resonance signatures, too.
Referenced by 7
Bestiary
- Erinyes (Entropy and Hubris) mage/creature/npc/erinyes-entropy-and-hubris
Rotes & Procedures
- Charms; mage/power/rote/charms
Rules
- Activating a Device shared/rule/system/activating-a-device
- Artifacts shared/rule/system/artifacts
- Destroying Someone Else’s Wonder shared/rule/system/destroying-someone-elses-wonder
- Employing a Talisman shared/rule/system/employing-a-talisman
- Trinkets shared/rule/system/trinkets