rumtap wrote:
Relics as listed in the rulebook all give a percentage chance to sense evil.
However there is no guidance on how this actually works.
1. What is the range of this power?
2. Is it an action by the player to try sense evil or does it auto activate with the GM checking once the player is in range?
3. How specific is it? Can you pinpoint the source of evil or just get a feeling that something evil is close by?
4. And most importantly, what is evil? Does the drunk walking past you in the street who is intending to murder his best mate for sleeping with his wife register as evil? Is it just infernal and undead or fey creatures?
So how do others handle this relic power?
I'd guess at:
1. Touch for objects and people, engaging with an evil being (talking or meeting their gaze) and for places, being within it's boundaries.
2. Automatically triggers on the conditions being met (great evil is present).
3. See point 1.
4. Great evil. So I'd say it needs to be infernal, or of such magnitude that it may draw the attention of infernal beings. Being a murderer, not really enough. Being a mass murderer who revels in such, perhaps enough. Undead and fey, while unnatural or abominable, may not necessarily constitute 'evil', unless particularly cruel or horrific in nature. It may be defined in some part by the source of the relic - what would be considered 'evil' in the culture or religion of the original saint?