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1001 Artifact ideas

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  • 1001 Artifact ideas

    So in one of my current games one of the main themes is magical mcguffins, AKA relics from history. One of the characters is a Brujah Indiana Jones type character that when she was human would deal in pieces of history, steal them from the wrong people and give them to people that would take care of them. Now as a vamp she's the Acquisitions Specialist for a city, charged with finding relics/artifacts and presenting them to the leaders of the city, or whoever happens to be paying well at the time.

    I want to share some of the ideas we've come up with but I also want to hear other people's ideas of artifacts, whether they are based off actual historical events or not doesn't matter, I just want to hear your ideas. So, have you had an artifact idea that you haven't been able to use? One that made a game awesome? One that broke a game? Let me know and I'll post our own as well.

  • #2
    The most recent one that we've come up with was a Fealty Tome. It was a small book left over from the time that Charlemagne took over most of Europe. This was the book that all of the rulers of the places he conquered had to sign to swear utter devotion to. We found it and used it to solidify our boss as the new Regent of the Sabbat. He hid it in the bottom of the chalice that all of the Cardinals bled into, binding them even stronger than the Valderie would have.

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    • #3
      I was writing a sort of treasure hunt introductory adventure where the players where ordered by their sires and their sire's master to gather a few magic items needed to acquire the heart of a Lhinnian for study, here are the doodads I made.

      Canopic Jar: An enchanted Egyptian funerary urn that when held open in the presence of a kindred experiencing final death prevents the normal decay of the kindred's corpse long enough to harvest and organ and place it in the urn. at which point the organ (and up to two blood points of vitae) are kept preserved indefinitely. Used as a plot device in one of my games when an elder wanted to study the unique traits of a Lhinnian to discern exactly how a spirit was bonded to it.

      Carthage Coin: A old coin from Carthage prized by Brujah, adds one die to self control and courage rolls to avoid frenzy.

      Sir Micheal Anointing Oil: Sir Micheal was a English knight who's sister ran away to become a pagan and was eventually embraced as a Lhinnian, Sir Micheal tried several times to destroy his sister in god's name and failed and eventually went on the first crusade in a desperate attempt to wipe his soul clean of the sin on not destroying his sister. He died in the holy land and was laid to rest under the hospital (that eventually becomes the base of the knights hospitlar) with a flask of the oil he used to anoint new knights. The oil raised the difficulty of any supernatural power used by the Lhinnian by two and allowed any weapon dipped in the oil to do aggravated wounds to the Lhinnian. The name "Sir Micheal" is a place holder name, I know I can do better than that.

      The Carthage Blade: Simply putting a dagger forged by A Brujah elder using the Potance 6 power "Master of the Forge", Nigh indestructible and deals Str+2 lethal, the players are supposed to trade the Carthage Coin for it so that they have a weapon strong enough to cut through the Lhinnian's fortitude.
      Last edited by rat_bastard; 01-30-2016, 09:13 AM.

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      • #4
        Originally posted by rat_bastard View Post
        I was writing a sort of treasure hunt introductory adventure where the players where ordered by their sires and their sire's master to gather a few magic items needed to acquire the heart of a Lhinnian for study, here are the doodads I made.

        Canopic Jar: An enchanted Egyptian funerary urn that when held open in the presence of a kindred experiencing final death prevents the normal decay of the kindred's corpse long enough to harvest and organ and place it in the urn. at which point the organ (and up to two blood points of vitae) are kept preserved indefinitely. Used as a plot device in one of my games when an elder wanted to study the unique traits of a Lhinnian to discern exactly how a spirit was bonded to it.

        Carthage Coin: A old coin from Carthage prized by Brujah, adds one die to self control and courage rolls to avoid frenzy.

        Sir Micheal Anointing Oil: Sir Micheal was a English knight who's sister ran away to become a pagan and was eventually embraced as a Lhinnian, Sir Micheal tried several times to destroy his sister in god's name and failed and eventually went on the first crusade in a desperate attempt to wipe his soul clean of the sin on not destroying his sister. He died in the holy land and was laid to rest under the hospital (that eventually becomes the base of the knights hospitlar) with a flask of the oil he used to anoint new knights. The oil raised the difficulty of any supernatural power used by the Lhinnian by two and allowed any weapon dipped in the oil to do aggravated wounds to the Lhinnian. The name "Sir Micheal" is a place holder name, I know I can do better than that.

        The Carthage Blade: Simply put a blade forged by A Brujah elder using the Potance 6 power "Master of the Forge", Nigh indestructible and deals Str+2 lethal, the players are supposed to trade the Carthage Coin for it so that they have a weapon strong enough to cut through the Lhinnian's fortitude.
        So you hate Lhinnian XD

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        • #5
          Originally posted by Rettile&Blitch View Post

          So you hate Lhinnian XD
          The Arch mastermind wanted to bind a powerful spirit to his body to make him something more than a vampire so the players get embraced to fetch the tools to make this happen and end up having to travel all over the Europe, the holy land and north Africa to gather the tools they need to get the heart of the only kind of vampire who has accomplished this so he has something to study to engineer a method of accomplishing this. Its circuitus and weird because the the mastermind is a malk elder and the spirit in question is Kupala.

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          • #6
            Originally posted by rat_bastard View Post

            The Arch mastermind wanted to bind a powerful spirit to his body to make him something more than a vampire so the players get embraced to fetch the tools to make this happen and end up having to travel all over the Europe, the holy land and north Africa to gather the tools they need to get the heart of the only kind of vampire who has accomplished this so he has something to study to engineer a method of accomplishing this. Its circuitus and weird because the the mastermind is a malk elder and the spirit in question is Kupala.
            Would that Malkavian perhaps be Octavio the mad Kupala-obsessed prophet from Transylvania by Night or someone wholy of your own invention? I'm kind of curious now.

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            • #7
              Originally posted by Baaldam View Post

              Would that Malkavian perhaps be Octavio the mad Kupala-obsessed prophet from Transylvania by Night or someone wholy of your own invention? I'm kind of curious now.
              The very same.

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              • #8
                The Last Gift: The small earthenware jar is the last gift of the fleeing Fae to the last known living Malkavian Krive. The Jar is Sealed with wax and bears the seal of two Fae lords: One of Summer and the other Winter. The jar helps fortify the individual who possesses the jar against the mists. This is not the true purpose of the Last Gift however. Knowing the weight of ages and human frailty the Fae gave a gift of forgetting. Within the Jar is a piece of the mists. Should the Seal ever be broken the Mists will fill a large room or medium sized conference hall causing everyone within the area to forget everything. Skill remain but memories are forever forgotten.

                Rumours: The Earthen Pot is immune to all types of harm except from a strike made by flesh and bone.
                The Winter Fae places a second seal within the flask. A touch of blood upon the seal will return the possessors memories.
                The Last Gift holds the soul of a great Winter King. Should the Seal ever be broken the King will possess the most useful body present.
                The Last Gift holds the ashes of a defeated Summer King killed by a Krive.
                The Last Gift is a joke and holds nothing but false hope and wishes. It is a placebo that bolsters the will but nothing else.

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                • #9
                  The Anatolian Cylinders
                  Sixteen brass cylinders, each 20 cm long and 8 in diameter. Their outsides are adorned with script in Old Persian, and like many such cylinders could be rolled over wet clay to transpose the text onto slabs. This was apparently a primitive tool for copying the extensive text on a mass scale, though no copies are known to exist in the wild. When rolled out, the collected imprints form a single text, its "font" small enough that a transcription of the full work would take up dozens of pages. This set of tools was discovered by the West in Anatolia, though it has been lost and found over the centuries. Current whereabouts unknown.
                  Rumors: The text is a complete version of the Book of Nod. The text is a Persian translation of the Koran, the Torah, or the Christian Bible. The text is a series of poems, written by a Toreador. The text is poetry written by an Assamite Vizier. The text is Infernalist in nature, containing the names of one thousand demons, and instructions on how to summon them. The text contains the secrets to Golconda. The text is inconsequential, as it is the cylinders that hold magic of some description. The cylinders are hollow, containing the preserved Vitae of sixteen Methuselahs.
                  The Truth: The Anatolian Cylinders contain what is called the Book Of Profound Secrets - also known as the Garden Lectures Of The Wise Man. The text is in fact a Primer, written by an ancient mortal mystic concerning his or her knowledge of magic and the universe. If a mortal reads and understands this text, they have the likelihood of Awakening, becoming a Mage. Vampires, of course, cannot gain this benefit. However, the book contains considerable insight into pre-Islamic mysticism, and may be used by a student of Dur-An-Ki as reference material for their own studies. At least one Ritual (decided by the Storyteller) may be derived by a blood magician. Either the Cylinders themselves or clay tablets stamped from them may be of great interest to Assamites (and other practitioners of Dur-An-Ki), the Tremere, or Mages of the Order of Hermes, Taftani, or Batini traditions. (For those unfamiliar, Primers have their texts enchanted, not the medium on which those texts are preserved; the texts may, therefore, be copied any number of times and retain their Awakening effects).


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                  • #10
                    These are all so great! Thank you guys! Keep 'em coming!

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                    • #11
                      The Skin of St. Francis: Supposedly taken from the body of the saint moments after his death, these scraps of leather were housed and venerated as a relic in a small village church in the northern Italian countryside until their theft in the 14th century. They resurfaced in the 16th century, having been fashioned in to a simple cuff. Sewn together with sinew and laced with undyed rough spun wool, the cuff is visually unremarkable. When worn, however, a measure of the St. Francis’s peaceful nature and wisdom is bestowed upon the wearer. The wearer gains a +1 die bonus to all peaceful uses of Animal Ken, Empathy, Etiquette, and Leadership. This bonus increases to +2 whenever the wearer attempts to prevent or resolve a violent situation using non-violent means. Those who would commit violence upon the wearer suffer a -1 die penalty on attempts to do so, as the aura of peace makes them second-guess their actions. These bonuses are lost should the wearer commit any act of violence or cruelty while wearing the cuff, and do not return until the wearer has been granted forgiveness by whomever was injured (this includes animals). While wearing the cuff, all jewelry and currency (including credit cards, checks, etc.) that the character carries becomes burdensome and tiring, weighing them down and imposing a -1 penalty on all physical actions until they are removed from the wearer's person. The wearer may take the cuff off and on as they please, but the benefits bestowed by the cuff are lost as soon as it is removed from the wrist and do not return (or begin) until it has been worn through a complete sunrise within earshot of birdsong.

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                      • #12
                        I haven't fleshed many out into game values, but I have a list of a few I wrote down during my religions of the world (religion 101) class a few years ago... I'll see if I can find it.

                        The when I remember what the water containers in Cannon the site of Jesus's first miracle in the Bible where he changed the water to wine for the wedding considering Christians think the wine represents the blood of Christ I'm a mass... what abilities would these water jugs hold?

                        Note while I have had this list for a couple of years I have only actually played one game of Dark Ages so some of these ideas could already be published somewhere

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                        • #13
                          I have another relic

                          the Sword that killed Saint Lucy » This holy artifact is literally weighing and founding you wanting - but it does something to change that! You need one success in a pure strengh roll per missing dot of humanity to stay standing, else the weight of your sins push you to the floor after the carrier spoke the words "weighed and found wanting" in Latin.

                          If it is use in a fight the str. roll can be tried again every round.

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                          • #14
                            A pack of menthol cigarettes with small slivers of metal in the filter, so that when you smoke them they burn the fuck out of your lip. They're called "Mentholotrons".

                            Sorry, I'm real bad at this.


                            Light inspires illusion and interpretation. Truth can only be found in darkness.

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                            • #15
                              The Eternal Rose
                              An otherwise unremarkable rose, which just happens to be forever in bloom. It requires no water or nutrients, and never wilts. The origin of the flower and its undying properties is unknown, though there is no end of stories proposed. Stories out of the middle east maintain that it was the product of efforts by Assamite sorcerers or other practitioners of Dur-An-Ki. Others claim the Tremere created it, at behest of a Toreador Elder long forgotten by history. One rumor puts forth that it was a mortal mage who crafted it, as a gift to some hoary Tzimisce landowner in return for gracious hospitality. Yet other stories point to vampires or mortals simply finding the miracle in the wilderness - every retelling altering the exact location of origin. The strangest of all is a tale of a vampire who somehow maintained the rose's life while rooted in his or her own heart; when the rose was finally wrenched from the dying Kindred's chest, it had absorbed so much of their Vitae as to become truly undying.
                              The Eternal Rose had no other benefits or anomalous properties, though it is certainly priceless among those aware of its existence. A Kindred could expect nothing less than a Major Boon from any Toreador in the world, as well as considerable reward from mystics both undead and mortal, in exchange for this wonder.
                              Last edited by Bluecho; 02-05-2016, 08:25 PM.


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