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101 Cursed And Supernatural Items

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  • 101 Cursed And Supernatural Items

    Reviving an old, old thread - before the previous iteration of the board, the White Wolf forum before the White Wolf forum - this is, like it sounds, a game wherein a forumite names a particular thing of occult-and-usually-dubious power, and the guy beneath him or her describes the attributes of the item in question. Young or ancient, arcane or deceptively mundane, all is good.

    To start off, I'll name one of my own, in all its similar-but-legally-distinct-glory to a sleeper hit popular on RPGnet:

    The computer game Imperator of Wyvern Valley

    The genre of "4x", in gamer terms, refers to a particular strain of strategy games, largely turn-based, wherein the player controls a particular culture in its attempts to become the dominant empire in a particular world map, competing with other computer-or-human-rival cultures in a frequently brutal climb to prearranged victory conditions. EXplore, eXpand, eXploit, eXterminate, hence the (somewhat misleading) acronym.

    Imperator of Wyvern Valley, a game published by the now-defunct B Flat Limited, is one such example, made unique by the presence of an actual story. In it, one plays as one of the feuding houses of an already-ascendant empire, the Khaos-touched Selenite Kingdoms, during their invasion of the fertile (and as the name suggests, flying reptile-infested) Wyvern Valley, facing brutal opposition from the cunning, brave, and cruel Stormer natives, sometimes unreasonable demands of the church of the Reborn Crimson Sun, Khaotic creations that are too mean or untamable to tolerate, the servitors of rebel gods, and alien prehuman races (including, oddly, a race of anthropomorphic mice, who get really upset if you point out how ridiculous that is). The story, while simple by necessity (influenced as it is by a vast array of player-triggered variables in the game), does a magnificent job showing what it means to be a representative of a cultured often described as the "lovechild of Rome and Clark Ashton Smith," and the political shenanigans required to sabotage someone who is ostensibly on the same side. Which, even if all the players allied before the game, is required due to the presence of the unplayable House of Kish, which the game repeatedly reminds you are only tolerated by the other Selenites due being the only ones capable of controlling the Khaos-born demonic equivalent of a nuclear weapon (indeed, figuring out the ritual to direct the Scarlet Raven and selling it to the High Queen of the Selenites is a victory condition, she being so grateful to finally be able to boot Kish out that she throws her full influence behind you and any allies you have, making the Valley's conquest a cinch).

    IoWV, as its fans like to call it, is also known for its revolutionary and often brilliant AI, especially for the time. Computer opponents, whether on the battlefield or on the larger world map, are frequently capable of strategic brilliance rivaling the best human players, especially on higher difficulty settings. Indeed, on the highest setting (Servant of Acb'th), AI opponents had a reputation for behaving like the personalities of people the player(s) know, refined down to their most hostile and unfriendly. One particular AI fan of the political influence system may call to mind a particular social butterfly, while a money-grubbing boss translates into an economical titan. It is often found to be impossible to permanently ally with these computer rivals, so the human players are encouraged to backstab and manipulate them for their own benefit - entire communities have sprung around human players messing with their Servants and playing them like harps so they can brag about their political savvy and general magnificent bastard credentials.

    Curiously, once a player or cabal thereof (called an Enlightened Clergy, after the spiritual state of being that allows one to control Khaos without being corrupted by it, which most Selenites exploit to manipulate monsters from afar and weaken their enemies without actually attacking) has truly begun to repeatedly trounce their Servants (especially if the Clergy don't traditionally play allied by default), the AI changes a bit. Or to be more accurate, the AI begins to take actions that resemble future actions of the people they seem to be modeled on. If the Clergy members then take action that resembles their successful counter-strategies, they will find them equally as effective at gaining money and social influence. Of course, by this point the player likely has learned that the only way to be a Servant-difficulty computer player is to backstab them before they are backstabbed, so most of these benefits come at another's expense. No matter how much a player actually likes the person a computer player is based on.

    Most players don't pick up on this, not being that perceptive or cold. However, once a Clergy does, they usually then use it as a rough method of divination, especially since the game rewards a group of friendly rivals who trust each other personally. Once the cabal does (and the game doesn't care whether or not they restrict their foreordained mischief to people they actually hate, so long as they turn to it for advice beforehand as a matter of course), a special random event is triggered, involving the finding of one of the lost pieces of lore of the destroyed Spirit Teacher empire via sidequest. The Clergy, already on to the nature of the game, immediately notice this quest involves representations of locations they are personally familiar with - if the directions they took in the quest are followed, they will find something that will give them Supernatural Merits...so long as they are willing to sacrifice something precious. The game makes no secret of this, pointing out the reason the Spirit Teachers offed themselves was unwillingness to personally shoulder the price for their magic and prosperity.

    By the way, although B Flat shortly went bankrupt after publishing IoWV (and very suddenly despite the game being popular on its immediate release and high earnings beforehand), the game is also known for its ease at being fileshared and pirated, being downloaded usually without large compatibility issues and easily patched on to more modern operating systems...and how hard it suddenly becomes to track when the copyright police come snooping around. The game wants to be used.

    Next up: The Colonial Pocket Watch.
    Last edited by Leliel; 08-01-2014, 01:19 AM.



  • #2
    Or you can make your own item, I guess. If it's honestly that hard to think of an idea to apply to my own name.

    I'd also kind of like comment on my own idea.


    Comment


    • #3
      I dig the game, very cool.

      I specifically like that you've given enough detail to, I'd think, base a short game entirely around investigating the phenomena.
      This might ruin the angle you're going for (and it's an old trope), but I'd dig the idea of presenting the illusion that it's a human you are playing against. Only realising later that it isn't connected to another computer.

      But i think my twist on it is too old, players would certainly jump to that conclusion anyway.

      Comment


      • #4
        A little...Thread Necro....

        The item descriptions are more thumbnails than anything else, so suggestions for more details are welcome.

        The Adder Blade ●●●
        Also known as al shfrh alaf'ea, The Adder Blade is a sword cane with a casing carved of rich brown wood and a heavy silver handle with a serpentine motif. When drawn, the blade springs readily into its owners grasp. There are fewer than a dozen Adder blades in existence, each with its own unique carvings and handle design.
        Damage: 1L Initiative: -1 Strength: 1 Size: 2 Durability: 3 Availability: 2
        Powers
        Enhance Initiative: +1
        Façade:
        Wits +Crafts+1; The Adder appears to be an unremarkable cane
        Never Surprised: Always apply Defense and Initiative to Surprise attacks
        Cost:
        Façade: 1Willpower; Facade last for (Resolve) Hours
        Never Surprised: 1 Willpower whenever activated

        The Babel Compendium
        This work is an anonymously written journal that dates back to 1754. It attempts to decipher the language of the spirits, known in this work as “Babel”; Only 6 copies are known to exist (2 English, 2 French, 1 German)
        Size: 1 Durability: 1 Availability: 3
        Equipment Bonus: +1 bonus Occult (Spirits)
        Powers
        Spirit Tongue: Intelligence +Academics/Occult; (extended; 1 Month/15 successes)
        If successful, the user may purchase the Sprit Tongue Merit (Book of Spirits, pg.90) with a -1 reduction to the experience cost.

        The Black Bible
        Compiled in 1496 by Spanish Inquisitor Salvador de Marcellus, this tome is a collection of occult secrets tortured from the lips of heretics during the Spanish Inquisition. It is written in Latin and the only known copy is incomplete, with 30% of the book still missing.
        Size: 1 Durability: 1(2) Availability: 4
        Equipment Bonus: +2 bonus to Academics (Heresy) and Occult (Witchcraft) rolls.
        Knowledge Seeker: Extended Research in 1/6 Time
        Unbreakable: Immune to Mundane Damage
        Curses:
        Condition: Gains the Obsession Condition
        Vulnerable: +2 Bonus to Supernatural effects used against the user
        Cost: 1 Willpower/Extended Research Roll


        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
        The Horror Lab - A collection of Beasts, Monsters and less definable things.
        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
        Twilight Menagerie - A collection of Ephemeral Entities

        Comment


        • #5
          More items ...

          The Black Sphere ●●●●●
          The Black Sphere is an item of unknown origin and immense power. It is a perfectly smooth sphere roughly the size of a grapefruit that seems to be carved from a single piece of solid obsidian. Its surface is glossy, and every now and again there appears to be something moving inside.
          Size: 1 Durability: 2(7) Availability: 5
          Powers
          Reward Temptation: Manipulation +Subterfuge; Success/Days; Regain Willpower when acting in accordance to Vice
          Smite: Strength +Presence; Success/Lethal Damage; Double to Objects, Ignore Durability; Usable 1/day
          Soul Inheritance: Ignore Unskilled Penalty; Draw 2 Additional Willpower/Week, +1 Additional Willpower/Lethal; Composure +Empathy; Success/+1 Bonus to Bonded Skill Category (Maximum +5), Lasts until Sunrise/Sunset
          Unbreakable: Immune to Mundane Damage
          Curses
          Addictive: Gains Addicted (Activating the Sphere) Condition
          Condition: Gains the Competitive Condition.
          Ill Effect: -3 penalty/ 24hours after using Reward Temptation
          Insidious Bargain: Moderate (Severe but non-lethal misfortune befalls close associates)
          Cost
          Reward Temptation: Cannot regain Willpower from Virtue, -1 Breaking Point checks.
          Smite: 2 Willpower; Gains the Madness Condition, -3 to Physical and Mental until Rested
          Soul Inheritance: Bonded - 1 Willpower Dot, 1 Attribute Dot; Select Mental, Physical or Social Skills

          The Blood Stained Crown ●●
          This bronze, gold and silver crown is incredibly well preserved and dates back to Norway in the late 1100’s. It has rust colored streaks that resemble dried blood in the correct lighting.
          Size: 2 Durability: 2(4) Availability: 5
          Powers
          Hypnotic Effect: Manipulation + Expression v. Resolve + Composure; Implant hypnotic Suggestion
          Reward Temptation: Manipulation +Subterfuge; Success/Days; Regain Willpower when acting in accordance to Vice
          Curses
          Condition: Gains the Competitive Condition
          Cost
          Hypnotic Effect: 1 Willpower
          Reward Temptation: Cannot regain Willpower from Virtue, -1 Breaking Point checks.

          The Book of Sorrows ●●
          Written in 1702 by Oswald Dur Swartz (a reputed German Necromancer), “Das Buch von Sorgen” contains rites and rituals for calling forth dark spirits. 3 copies are known to exist.
          Equipment Bonus: +1 bonus Occult (Necromancy)
          Size: 1 Durability: 1 Availability: 4
          Powers
          Ritual-Evoke the Shadow: Presence +Occult v. Resistance; (extended-contested; 10 minutes/10 successes)
          The ritual summons a spirit from the Shadow. The book details a variety of Death spirits ranging in power from rank 1 to rank 5. Once summoned, the ritualist cannot compel the entity to do anything other than attend his presence; the spirit may be convinced or forced to do the ritualist bidding through other means.
          Cost: 1 Willpower; -1 penalty for each dots of Academics/Occult less than 3.
          The ritualist must make a burnt offering of something symbolic of the entity being summoned.


          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
          The Horror Lab - A collection of Beasts, Monsters and less definable things.
          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
          Twilight Menagerie - A collection of Ephemeral Entities

          Comment


          • #6

            Today's Batch.

            The Cross of Fire ●●●
            This cross is forged of wrought iron and bares marks consistent with having survived a great fire. It make and style places its creation in Prague during the late 1600’s.
            Size: 1 Durability: 3(6) Availability: 4
            Powers
            Blessed: The Cross of Fire is a 2 Dot blessed Item.
            Burning: Against Vampires, the Cross burns like a torch (Size 1, Damage 2) and invokes fear frenzy as fire.
            Defend: -3 dice penalty to Supernatural attacks against possessor within (Wits +Resolve) yards (against “Vampires” only)
            Curses
            Condition: Gains the Obsession (Vampires) Condition
            Cost
            Burning: Always Active
            Defend: 2 Willpower, 2 Bashing/Scene; I Willpower dot to protect others.

            Darlin’ ●●●●
            “Darlin” is a 1959 Chrysler 300E Convertible. The car is candy-apple red with black racing accents and is in pristine condition with original accessories. The vehicle has been modified multiple times to enhance performance.
            Handling: 4 Size: 12 Durability: 3 Acceleration: 30 Speed (Safe): 110 Speed: 220 Availability: 4
            Powers
            Drivers Charm: Add +1 to Handling, Durability and Acceleration for 1 scene.
            Unbreakable: Immune to Mundane Damage
            Curses
            Condition: Gains the Obsession (Darlin’) Condition
            Cost
            Drivers Charm: 1willpower

            The Electrolux Excelsior Radio ●●●●
            This is an antique Cathedral Radio manufactured in 1936. It is in excellent condition and functions as well as it did on the day it was made.
            Size: 3 Durability: 1(4) Availability: 2
            Powers
            Voice of the Relic: Encyclopedic Knowledge (4 dice; Academics, Occult)
            Exceptional Luck: Once/per day; 9-Again on 1 dice roll/ success (2 dice).
            Reward Temptation: Manipulation +Subterfuge; Success/Days; Regain Willpower when acting in accordance to Vice
            Curses
            Addictive: Gains Addicted (Voice of the Relic) Condition
            Condition: Gains the Madness Condition
            Cost
            Bond: Sacrifice 3 Lethal/Willpower Dots (not necessarily from the user)
            Reward Temptation: Cannot regain Willpower from Virtue, -1 Breaking Point checks.


            Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
            The Horror Lab - A collection of Beasts, Monsters and less definable things.
            Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
            Twilight Menagerie - A collection of Ephemeral Entities

            Comment


            • #7
              Is that last one based on something from Warehouse 13?

              I remember an artifact that caused the affected to succumb to a hallucinogenic world where they're the protagonist of a conspiracy thriller.

              Could be a good item.

              EDIT: Speaking of, that radio's story could involve a yellow journalist who used it to lead others around by the nose for ratings and money. The Voice is not him or even his ghost, but the memory of his egomanical desire to be the sole emotional force in his fans lives. It shapes itself based on the current user and what his or her Vice is, but its sweet temptations always revolve around emotional abuse of others, and becoming the center of their worlds.
              Last edited by Leliel; 11-20-2014, 11:54 PM.


              Comment


              • #8
                Re: Electrolux Excelsior

                Thanks for the good plot hook!
                I haven't watched Warehouse 13, but I hear it is loaded with evil macguffins. I just liked the image of a old school radio that speaks arcane secrets in that old -fashioned radio announcer voice.

                Now more items.

                The Engineer’s Watch ●●
                This antique pocket watch belonged to a railroad engineer who was killed in a train accident in 1956. Through the engineers body was mangled almost beyond recognition, the watch remained in pristine condition.
                Size: 0 Durability: 3(5) Availability: 2
                Powers
                Confer Equipment Penalty: Manipulation +Crafts; Curse a Vehicle with a -3 Equipment penalty until sunrise/sunset.
                Luck Token: 3x/Chapter; Upgrade success
                Curses
                Danger Magnet: Using the powers of the Relic draws danger for 3 hours.
                Reversed Luck: Next failed roll is a dramatic failure
                Cost
                Confer Equipment Penalty: 1 Willpower
                Luck Token: 1 Willpower

                Eriksson’s Journal I-IV ●●
                Written in 1946, this is the personal journal of historian Tir Eriksson. It is written in Finnish and details ancient Viking rune lore, including rituals invoking the power of pre-Christian Scandinavian gods; there are 4 known volumes and no other copies are known to exist.
                Equipment Bonus: +1 bonus Occult (Nordic)
                Size: 1 Durability: 1 Availability: 3
                Powers
                Ritual-Rite of Odin: Stamina +Occult; (extended; 1 day/10 successes)
                This grueling ritual replicates Odin’s ordeal of being impaled against the world tree to gain wisdom. Once completed, the ritual gives the user one of the following benefits; the Common Sense Merit , the Inspiring Merit, or the Omen Sensitivity Merit
                Cost: The ritual requires that the ritualist is tied to a tree in a secluded place and ritualistically wounded (at least one point of lethal damage inflicted). While bound, the ritualist can eat no food (but may drink water if they are able) Initiating the rites requires the expenditure of 1 Willpower Dot. In addition, each day the ritual lasts inflicts 1 point of lethal damage that cannot be healed until the ritual is completed or abandoned. This ritual may only be attempted once by a ritualist (whether or not they succeed). The ritualist suffers any other consequences that may occur from being tied to tree for several days without food.

                The Final Album ●●
                This cassette tape contains an untitled album recorded by the black metal band “Wound” in 1989. The 5 member ensemble was known for a hard-partying lifestyle and had a reputation for dabbling in the occult. The entire band was found dead in late 1990 in what appeared to be a ritualistic murder/suicide. The cassette contains the only known copy of their final album.
                Size: 0 Durability: 1(3) Availability: 1
                Powers
                Unbreakable: Immune to Mundane Damage and cannot be altered or duplicated.
                Curses
                Demonic Fetter: The cassette is the vessel for the demonic essence of Sexton Darwin (Lead Vocalist).
                Rank 2; Power 5 Finesse 5, Resistance 4, Willpower 9 Essence 15; Influence: Hatred 2, Music 1; Malapraxis: hatred expressed through music.
                Ban: cannot use powers/influences on person anointed with the ashes of a dove. Bane: Playing the cassette backwards.
                Manifestation: Fetter, Unfetter, Twilight Form
                Numina: Blast, Dement, Drain, Sign


                Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                The Horror Lab - A collection of Beasts, Monsters and less definable things.
                Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                Twilight Menagerie - A collection of Ephemeral Entities

                Comment


                • #9
                  The Next set of items for your consideration ...

                  The All-Star Sneakers ●●
                  The sneakers are a pair of limited-edition designer basketball shoes, manufactured in 1989. They are white with black and red trim.
                  Size: 1 Durability: 1(3) Availability: 2
                  Powers
                  Enhance Bonus: +2 Athletics
                  Enhance Trait: +1 Initiative, +2 Speed, +1 Defense
                  Curses
                  Danger Magnet: Using the powers of the Shoes draws the attention of those who would covet the shoes and are willing to harm the user to get them.
                  Reversed Luck: Next failed roll is a dramatic failure
                  Cost: 2 willpower/scene

                  The Asylum Needle ●●●
                  This antique syringe is of a style common in Germany during the 1940’s. It is constructed of glass and stainless steel and is in working condition with only minimal corrosion or damage.
                  Size: 0 Durability: 1(4) Availability: 2
                  Powers
                  Extract Madness: Manipulation +Empathy v. Resolve + Composure; suppresses the effect of one mental condition for 1 week.
                  Inject Madness: Intelligence +Medicine v. Resolve + Composure; target suffers the last mental condition extracted by the Needle for 1 week.
                  Curses
                  Condition: Gains the Obsession (Mental Illness) Condition
                  Cost:
                  Extract Madness: 2 willpower; 4 willpower if extracting a persistent condition
                  Inject Madness: 2 willpower; 4 willpower if injecting a persistent condition

                  The Detective’s Coat ●●●
                  This mid-length black leather coat once belonged to a private detective in the mid 1970’s. It is in excellent condition except for a single hole through the left breast.
                  Armor Rating: 1/0 Coverage: Arms, Torso Size: 3 Durability: 1(4) Availability: 2
                  Powers
                  Protective Charm: Wits + Streetwise; Downgrade lethal damage to bashing damage for success/turns.
                  Cost
                  Protective Charm: 2 willpower

                  The Langdon Cup ●●
                  The Langdon Cup is an English style bone china tea cup that was made in 1892. The cup is finely crafted and decorated with illustrations of forget-me-nots and trimmed with gold.
                  Size: 1 Durability: 1 Availability: 3
                  Powers
                  Memory Theft: Intelligence +Subterfuge (- Resolve); the target gains the Amnesia Condition regarding the last 24 hours, while the user gains the Informed Condition about events within that 24 period. The stolen memories fade and return after 24 hours.
                  Curses
                  Curses
                  Addictive: Gains the Addicted (Memory Theft) Condition
                  Cost
                  Memory Theft: 1 willpower

                  The Idol of Ra ●●●●●
                  The Idol of Ra is a small statue of the Egyptian god Ra. It is 1 foot tall and carved of alabaster. This artifact was excavated from the Valley of Kings in 1958. The idol itself is dated to the 12th century BC.
                  Size: 2 Durability: 2 Availability: 5
                  Powers
                  Blessed: The Idol of Ra is a 3 Dot blessed Item.
                  Smite: Strength +Presence; Success/Lethal Damage; Usable 1/day
                  Unbreakable: Immune to Mundane Damage
                  Curses
                  Limited: Smite does not work against objects
                  Cost
                  Smite: 3 Willpower, 2 Lethal Damage; Gain the Madness Condition for 7 days, -3 to Physical and Mental until Rested

                  The Iron Leopard ●●●●
                  Also known as Ingwe Yensimbi, the Iron Leopard is an iklwa (a short spear favored by the Zulu warriors during the reign of Shaka). The haft of the weapon is a dark wood, wrapped in blood-stained leopard hide and appearing to have been scorched by fire. Despite its age, the weapon is as strong and sharp as the day it was made.
                  Damage: 2L Initiative: -2 Strength: 2 Size: 2 Durability: 2(6) Availability: 4
                  Powers
                  Feral Blessing: The user gains the following: they gain the higher of wits/dexterity for defense; a +3 bonus to perception, +1 bonus to Weaponry when using Iron Leopard, and a +1 bonus to Initiative.
                  Curses
                  Feral Blessing: While using Iron Leopard, the users Intelligence and Manipulation both drop to 1 each. The user gains the Addicted (Iron Leopard) Condition.
                  Cost: None


                  Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                  The Horror Lab - A collection of Beasts, Monsters and less definable things.
                  Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                  Twilight Menagerie - A collection of Ephemeral Entities

                  Comment


                  • #10
                    Heres one I am planning on useing in my own chronicle.

                    The Brush of Death ●●●●
                    This antique-looking painters brush is about 10 inches long and made of a dark wood. It is remarkbly well kept for its age, and the narror wooden hilt seems to reflect light almost perfectly. The hair of the brush is a dark brown and paint never seems to stick to any part of the brush, giving it a strangely juxtoposed appearance of age and concurrency.
                    Durabillity: 1
                    Powers:
                    A Masters Insight: Whomsoever makes ownership of the brush, can realize his visions on a canvas with an uncanny degree of skill. If the characters Intelligence+Crafts dice pool is below 5, the die pool becomes 5 for the purposes of creating art with the brush. A character with 5 or more dice, recieves a +2. In both cases, the roll is made with the Rote Action rule applied, and having zero Willpower doesn't penalize this roll.
                    Deaths Embrace: The brush hungers for the lives of the living. Whenever the owner draws another person in the process of dying, the 'model' of this gruesom painting finds the depiction come to life with horrific results. A mortal character without supernatural protection or a stake in fate's play, dies in the fashion depicted within the next scene. A supernatural 'model' suffers a number of Lethal damage equal the succeses of the painters Intelligence+Crafts roll with the next scene.
                    Curses:
                    A Masters Malediction: Whomsoever makes ownership of the brush, finds himself assailed by an unceasing need to realize his imagination. The owner of the brush gains the Addicted (Painting) Condition, which must be satisfied with The Brush of Death.
                    Carrion Call: Not only does the owner of the brush find himself able to realize what his minds eye sees, he becomes consumed by it. Each day, the character gains the Stygian Artist Condition upon dawn. This Condition prevents the character from regaining Willpower in any way, as his mind is consumed by the inspiration of the ghoulish images he is compelled to paint. He also Gains the Obsession Condition, with respects to painting such ghoulish imagery. Both of these Conditions are resolved upon painting an image of horrific death with the Brush, which soon becomes much more than a mental figment...

                    Comment


                    • #11
                      The Jade Shiva ●●●
                      The Jade Shiva is a statue of the Hindu God Shiva that stands about 10 inches tall and is carved from a single piece of black jade. Shiva is depicted in a warlike-pose, brandishing weapons and trampling demons underfoot. The statue is reputed to be approximately 150 years old.
                      Size: 2 Durability: 2(5) Availability: 4
                      Powers
                      Bolster Territory: Wits +Occult; while within a 30yard radius of the idol, the user gains +2 Defense, +3 Initiative, and +4 Speed. On an exceptional success they also gain +1 Armor.
                      Defend: while within (Wits +Occult) yards of the idol, any hostile action or use of power against the user from a supernatural creature suffers a -3 penalty.
                      Cost:
                      Bolster Territory: The Idol must be anointed in the users blood (1 Lethal Damage)
                      Defend: 2 Willpower; The Idol must be anointed in the users blood (1 Lethal Damage)

                      The Last Testament of Raphael Christo ●●●
                      “L'Ultimo Testamento di Raphael Christo” is a journal and guide book for exorcists, written in 1767 by Father Raphael Christo, who was reputed have cast out dozens of wicked spirits. The text is written in Italian and the only known copy disappeared from a Vatican archive in 1921.
                      Size: 1 Durability: 1 Availability: 4
                      Equipment Bonus: +3 bonus to Abjuration rolls.
                      Powers
                      Blessed: The Last Testament is a 3 Dot blessed Item.

                      Macabre Mysteries # 2 ●●
                      This issue of the short lived horror comic series was published in 1949. The comic features 3 lurid tales of madness and murder, and is in Very Good condition.
                      Size: 1 Durability: 0 Availability: 3
                      Powers
                      Unbreakable: while not indestructible, if damaged or destroyed, the magazine always returns to its prior condition the following day.
                      Reward Temptation: Intelligence +Occult; Success/Days; Regain Willpower when acting in accordance to Vice
                      Curses
                      Reward Temptation: Cannot regain Willpower from Virtue, -1 Breaking Point checks.
                      Vulnerable: +2 Bonus to Supernatural effects used against the user

                      The Maggot Revolver ●●●
                      The Maggot Revolver is a large caliber revolver pistol of unique make and unknown origin. It chambers .357 Magnum rounds. It is constructed of dark steel that appears scorched and has an ivory grip.
                      Damage: 2L Initiative: -2 Size: 1 Durability: 3(6) Capacity: 6 Range: 35/70/140 Availability: 4
                      Powers
                      Maggot Bullets: When activated, the ammunition inside the weapon transforms into horrific squirming larva.
                      Targets struck by the parasitic bullets suffer the Poisoned and Sick tilts. The parasitic larvae are considered a supernatural disease and affect any corporeal creature (including Vampires and Prometheans).
                      Cost: 2 Willpower/Scene
                      Special Ammunition: While capable of firing standard bullets (that deal normal damage), the powers of the weapon can only be used with specially prepared ammunition. The chambers of the Maggot Revolver must be packed with a mixture of human remains and gunpowder. This can be any type of flesh, blood or bone, as long as it comes from a human. Once the power is activated, the material in the chamber transmutes into the larvae that the weapon fires. At the end of the scene, any remaining larvae crumble into ash.
                      Last edited by Reighnhell; 12-02-2014, 09:01 PM.


                      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                      The Horror Lab - A collection of Beasts, Monsters and less definable things.
                      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                      Twilight Menagerie - A collection of Ephemeral Entities

                      Comment


                      • #12
                        Today's Batch

                        The Mask of Camazotz ●●●●
                        This grotesque wooden mask is fashioned after the face of a vampire bat, and is inlaid with gold and obsidian. The mask is a Mayan relic that can be dated to shortly before contact with the Spanish.
                        Size: 2 Durability: 1(4) Availability: 4
                        Powers
                        Ephemeral Revelation: Perceive Entities in Twilight
                        Voice of the Relic: Occult 4
                        Cost:
                        Ritual: The mask can only be used at night after the mask is filled with fresh blood (4 lethal damage)

                        Midnight Heart
                        This antique film reel is one of a kind and requires special equipment to run. Midnight Heart was a detective movie filmed in 1946 by Solomon Studios. The film was considered (by the few who have seen it) one of the greatest noir films ever made. The picture starred Derrick Davis as the tough private detective and Cassandra Silver as the femme fatale. During the final week of filming, Cassandra was found dead in her Malibu home. Despite evidence of violence and sexual assault, the city coroner ruled her death “suicide” and the case closed with little fanfare.
                        Midnight Heart was never released, despite Director Paul Calloway’s efforts to edit the film to account for the un-shot scenes. The final edited version of the film sat in a vault at Solomon Studios for ten years, until a fire consumed the vault and everything in it except the reel of Midnight Heart.
                        Size: 1 Durability: 1(4) Availability: 4
                        Powers
                        Unbreakable: Immune to Mundane Damage and cannot be altered or duplicated.
                        Curses
                        Anchor: The film reel is haunted by the ghost of Cassandra Silver, the woman featured in the movie who was murdered during the production.
                        Ill-Effect: Viewing the movie causes the viewer to suffer a -2 penalty to all rolls for the remainder of the scene.

                        The Mourning Violin ●●
                        “Il Lutto” is a classic Del Gesu violin, crafted in 1739 by Italian luthier Giuseppe Guarneri. It produces a rich, deep, haunting tone.
                        Size: 2 Durability: 1(3) Availability: 5
                        Equipment Bonus: +4 bonus Expression (Violin)
                        Powers
                        Potent Success: Expression (9-again)
                        Curses
                        Breaking Point Clause: Powers can only be used for 24 hours after making a Breaking Point check. This is extended to 1 week if the Breaking Point check resulted in Integrity loss or Persistent Condition.
                        Cost:
                        Potent Success: 2 Willpower

                        Mr. Punch
                        This antique wooden jack-in-the-box is painted red and depicts scenes from the classic “Punch and Judy” puppet show. The figure inside the box is a doll in a well-crafted (if somewhat sinister) likeness of the character “Mr. Punch”. When the crank is turned, the box plays “ring around the rosy”.
                        Size: 2 Durability: 2 Availability: 3
                        Possessed: The jack in the box is possessed by malevolent spirit.
                        Rank 2; Power 6 Finesse 4, Resistance 4, Willpower 8 Essence 15; Influence: Laughter 1, Violence 2;
                        Ban: cannot use influence or attack a person telling jokes, Bane: blood & sweat of a comedian, puppeteer or toymaker
                        Manifestation: Fetter, Possess, Twilight Form
                        Numina: Emotional Aura (Laughter), Implant Mission, Innocuous, Telekinesis


                        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                        The Horror Lab - A collection of Beasts, Monsters and less definable things.
                        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                        Twilight Menagerie - A collection of Ephemeral Entities

                        Comment


                        • #13
                          Today's Set ...

                          The Detective’s Coat ●●●
                          This mid-length black leather coat once belonged to a private detective in the mid 1970’s. It is in excellent condition except for a single hole through the left breast.
                          Armor Rating: 1/0 Coverage: Arms, Torso Size: 3 Durability: 1(4) Availability: 2
                          Powers
                          Protective Charm: Wits + Streetwise; Downgrade lethal damage to bashing damage for success/turns.
                          Cost
                          Protective Charm: 2Willpower

                          The Novelist’s Pen
                          This Pen is a gold plated lever style fountain pen manufactured in 1938. It bears the inscription “Always your Inspiration” on the side.
                          Size: 0 Durability: 2(3) Availability: 1
                          Equipment Bonus: +1 bonus Expression (Writing)
                          Powers
                          Potent Success: Expression (Writing) 8-Again
                          Curses
                          Condition: Gains the Obsession (Writing) Condition
                          Cost:
                          Potent Success: 1 Willpower, 2 Bashing damage

                          O’Grady’s Gloves ●●●
                          These gloves belonged to James O’Grady, an up and coming prize fighter in the 1950’s who was rumored to have sold his soul for his fighting prowess. O’Grady died in an auto accident in 1955 on his way to his first title bout.
                          Size: 1 Durability: 1(4) Availability: 3
                          Powers
                          O’Grady’s Prowess: The Gloves grant the user +2 Initiative and 8-again on Brawl rolls for the rest of the scene when activated. The gloves can only be used in this fashion once per 24 hours.
                          Curses
                          O’Grady’s Fate: Within 24 hours of activating the gloves, the user suffers a life threatening misfortune. This could be an auto accident, stray bullet, or other such freak mishap. Regardless of its form, this accident inflicts 7 levels of lethal damage that cannot be prevented or negated in any way.
                          Cost: 2 Willpower



                          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                          The Horror Lab - A collection of Beasts, Monsters and less definable things.
                          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                          Twilight Menagerie - A collection of Ephemeral Entities

                          Comment


                          • #14
                            I've always like the baubles my mage players come up with. my favorites are usually very simple and provide more story value than practical.

                            but this one has always been my favorite, its got a 6 year history in my games, and has been in the hands of mages, mortals, vampires, and next week, if the players are lucky, demons.

                            Fate-Changers Die:
                            The 6 sided of a Arch-FateMage.

                            Effects: Gives a +1 to fate spells when used in casting,
                            When Rolled: Has a 1 in 7 chance when rolled to come up 7. When the die comes up a 7 anyone who see's it makes a reflexive Resolve+Composure roll to resist becoming obsessed with the die, and the roller has his next chance roll changes to a 1 die roll.


                            EDIT:
                            Almost forgot, our geist game had a great weapon.

                            Fang of the Great Maw
                            Stat wise its a heavy revolver except for the awesome stuff below.

                            Without supernatural perception the gun looks like an exceptionally large revolver made of polished Ivory and almost black stained wood.
                            With supernatural perception the gun looks as if it is made from scavenged bone and sinew, and it always looks fresh.

                            Has a clip size of 9
                            -Cannot be reloaded by normal means.
                            -Fires a variety of teeth from alligator to human to completely unknown origins
                            -Regenerates a round every hour of not being fired.
                            -If fired while empty the wielder takes a point of lethal damage and the gun fires as normal. (Sin-Eaters can spend a Plasm to regenerate Ammunition at 1 Plasm per bullet)
                            -The gun does not leave bullet holes, but instead leaves signs of animal attacks (bites, claw marks, etc.)
                            -The muzzle noise is also not the bang of gunfire but the crack of snapping bone (no change to volume)
                            Last edited by Hammbone87; 12-14-2014, 01:39 AM.

                            Comment


                            • #15
                              The Dybbuk Box (Availability: 5)
                              A medium-sized wooden cabinet, which contains a golden wine goblet, a dried rosebud, and an ornate candle-holder. Inside the wine cup is a scrap of parchment covered in Hebrew writing, which lays out a quote from the Book of Ezekiel [Specifically, Ezekiel 37:1-14]
                              Size: 3 Durability: 1 (1)
                              Powers
                              Summoning: Upon reading the quote aloud- either in Hebrew or the owner's native tongue -and giving an offering of blood in the wine goblet, a lesser lilithim is summoned. If the summoner succeeds in a contested roll [Occult + Integrity vs. Resistance + Azoth] they may give the lilithim a Mission. An exceptional success binds it to the summoner and the owner of the box [if they are not one and the same] for as long as they live to act as their guardian. A failure simply means that the lilithim is not summoned. A dramatic failure entails a greater lilithim is summoned which is born with the Mission of punishing the summoner and the owner of the box [if they are not one and the same]. (Note: If the lilithim is summoned by a third party, and they are successful, they can change its mission)
                              Banishing: In the event of a dramatic failure, or the back-firing of a Mission which cannot be achieved, the lilithim will attempt to return to the Principle by the most direct way it can; by tormenting the owner and summoner [if they are not one and the same] into letting it go or simply killing them. In such an event, it becomes rather apparent that the being must be banished. After fairly extensive research into the box itself, one can determine that a way to banish the lilithim is through a traditional Jewish abjuration and an oil specially prepared in the wine goblet infused with the essence of the rosebud. While the lilithim is being abjured, the ritual itself is an extended contested action, and trying to do it ad hoc and without proper preparations means there's nothing stopping the lilithim from simply killing the would-be exorcist.
                              Cost
                              Summoning: An offering of blood [1 Lethal Damage], exertion of willpower [1 Willpower]
                              Banishing: Exertion of willpower [1 Willpower], containing the curse of the Dybbuk [1 Aggravated damage]
                              Curses
                              Tainted: The binding of the lilithim to the summoner's will affects the summoner as well. Like the lilithim they regain a single willpower point from their Virtue, and all of it from their Vice
                              Curse of the Dybbuk: In banishing the summoned being, not only does one take a hit of Aggravated damage, but the lilithim is capable of casting the Numina Plague Crow (Pandora's Book pg. 80) whether the lilithim in question had it while it was active or not. Unlike the typical version of the Numina, this requires no expenditure of Pyros on the part of the lilithim and instantly succeeds simply as a side-effect of successfully banishing it.


                              My Homebrew Hub

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