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Curios, Relics and Tomes

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  • Curios, Relics and Tomes

    Greetings,

    I have a great love of haunted and cursed items in my campaigns, so I have assembled a collection of items for use in your games (a good number have already appeared here).
    As always feel free to adjust, tweaked, or embellish as you see fit. the mechanics are mostly Reliquary, with supplemental flourishes from Hunter the Vigil, Dread Powers, Numina, Merits, and updated to a more 2nd edition mechanics style.

    I reference a number of conditions and a merit as well, that will be posted below.

    And feedback is always welcome.


    Merit

    Bonded Relic ()
    Effect: Your character establishes a connection with a relic in their possession. The method of establishing the bond can differ from relic to relic, but most require either a one-time expenditure of willpower equal to the relic’s dot rating, or a one-time sacrifice of life force as the relic deals lethal damage equal to its dot rating (Storytellers choice on which type of cost is appropriate). Certain relics will not function unless the possessor establishes this bond.
    Once that Bond is established, the character gains a +1 equipment bonus to dice rolls involved in the use or activation of that specific relic. In addition, once per chapter the character may reduce any Willpower cost for using or activating the relic by one (to a minimum of 0). The possessor of the bonded relic can always sense the presence of the relic and never takes penalties to rolls to locate the item.
    A relic can only be bonded to one individual at a time; a new individual bonding with that specific relic severs any previous bond. Likewise, destroying the relic (if possible) also severs the bond. If the bond is severed, per the Sanctity of Merits, dots in Bonded Relic can be reallocated.

    Conditions



    Awestruck
    Your character sees before her a glorious and terrifying figure, and something in her brain kicks her to kneel and grovel. She suffers a –2 penalty to attack rolls against the source of the Condition. She also suffers a –3 penalty to contested rolls against social actions from the source of the Condition, and a –3 penalty to her Composure and Resolve against actions and powers that the source of the Condition uses on her.
    Resolution: Your character takes an action that serves the demands of the Condition’s source. The source of the Condition leaves your character’s presence.

    Berserk
    Your character has had a spark of berserk rage lit within her. The fury inside demands that she lash out, and the descending red mist makes it hard to tell friend from foe. Each turn, she must succeed at a Resolve + Composure roll or attack the nearest target with whatever weapons she has to hand. Even if she succeeds, she suffers a –3 penalty on all actions other than attacking the nearest target.
    Resolution: The character becomes unconscious. There are no targets left to attack.

    Captivated
    Your character is preoccupied with something and has a hard time refocusing on a new situation. The character is at a –3 penalty to all actions that are not his main focus. He also takes a –3 penalty to Defense since he is too distracted to defend himself.
    Resolution: When the character choses to fail an action due to his distraction, or relents to a single action taken against him.

    Compulsion (Persistent)
    Your character suffers from compulsive, repetitive behavior pattern. If the character is bored, frustrated, stressed, or exposed to specific triggering stimuli, you roll Resolve + Composure. If the roll fails, your character engages in a particular compulsive behavior for a scene. This behavior may be suppressed by spending a point of willpower. Behaviors might include repetitive hand-washing or cleaning, counting objects around him, lighting small fires, or straightening or arranging items incessantly.
    Resolution: When your character’s compulsion causes her to do something that hinders the group or complicates things

    Corrupted (Persistent)
    Your characters darkest nature and most venial impulses are forced to the surface. While this condition is active, she no longer gain willpower from her Virtue. She can still act virtuously, but no mechanical reward awaits them. Fulfilling her Vice regains Willpower normally. Fulfilling her Vice in a way that leads to a breaking point roll regains all spent Willpower, regardless of whether the breaking point roll succeeds or fails.
    Resolution: Whenever acting out your characters Vice causes a significant personal setback. This condition is usually caused by a supernatural influence or curse; lifting the curse or removing the influence allows this condition to be shed.

    Coveted
    The equipment with this condition is of exceptional quality and distinctive style, inspiring envy and drawing hungry gazes. Once per chapter, the Storyteller may have the equipment’s owner encounter someone who wants to relieve them of the item (by bribery, persuasion, or force). Regardless of method, this attempt has a pool of dice equal to (10 - the item owner’s Integrity).
    Resolution: When the coveted equipment leaves its owners possession.

    Cursed
    Your character is (or believes he is) suffering from a supernatural curse that brings him ill fortune. Choose a particular area in which the curse manifests (the victim’s love life, perhaps, or his safety on the job); any failure in that field becomes a dramatic failure. The victim may spend 1 Willpower to negate this effect for one action.
    Resolution: Remove the source of the curse (if it’s a real supernatural effect) or undergo therapy to break the delusion (if it’s psychosomatic).

    Danger Magnet
    Fate has it in for your character as dangerous occurrences and potentially deadly accidents follow him like a hungry dog. The Storyteller has a pool of dice equal to 10 – (character’s Integrity). Once per chapter, the Storyteller can roll these dice as a Weapon +0 attack against the character, representing a freak occurrence or dangerous mishap of some short (slippery floors, stray bullets, loose wires, etc.).
    Resolution: Take damage in the characters last 3 health boxes from this condition.

    Déjà Vu
    Your character has the remarkable sensation that they are reliving prior experiences. This Condition may be shed at any time to allow the character to succeed on one roll. If this roll is a contested action, the character wins. If the roll is a combat action, the character is considered to have 2 successes on the roll. Until this Condition is resolved, however, the character is distracted and suffers a –1 to all Perception rolls.
    Resolution: Use the Condition, as noted.

    Disconnected
    The shock and horror of the situation causes your character to disconnect from his emotions. While this insulates and protects the character against further trauma, it also hampers his ability to relate to or understand others. He is not mechanical, but lacks empathy. The character gains a +1 bonus to subsequent breaking point rolls, but suffers a -2 penalty to Social Rolls that rely on understanding the feelings and motivations of others. If using Social maneuvering (p. 188), the character must open one extra Door.
    Resolution: The character must reconnect with their emotions. Rolling an exceptional success on a social roll resolves this condition.

    Exhausted
    Your character has been run ragged and desperately needs a good rest. She suffers a –2 penalty to all physical actions and rolls to remain conscious.
    Possible Sources: Sleep deprivation or persistent nightmares, some Gifts.
    Resolution: The character has restful sleep.

    Humbled
    Your character has felt the touch of the divine and trembled. She feels unworthy and wretched. For as long as the Condition lasts, she suffers a –2 die penalty to Resolve rolls and may not regain Willpower from her Vice.
    Resolution: The character regains Willpower using her Virtue.

    Lucky
    Fortune smiles upon your character. When you roll for a reflexive or extended action, upon discovering the results of that roll, may resolve this Condition and “upgrade” the level of success. The level of success moves up only by one rank – a Dramatic Failure becomes a Failure, a Failure becomes a Success, or a Success becomes an Exceptional Success. In describing how it manifests, make it clear that some element of luck is in play.
    Resolution: Use the Condition, as noted.

    Malefactor (Persistent)
    Your character has been exposed to forces that have warped his perspective and values. For as long as he has this Condition, his use of Virtue and Vice is reversed. Your character may regain one Willpower point per scene by fulfilling his Virtue without having to risk yourself, and regains full Willpower once per chapter by fulfilling his Vice in a way that poses a threat to him.
    Resolution: Whenever acting out his Vice causes a significant personal setback. This condition is usually caused by a supernatural influence or curse; lifting the curse or removing the influence allows this condition to be shed.

    Mesmerized
    Your character’s will is subordinate to an outside influence. She is not obviously hypnotized — she’s a bit quiet and reserved compared to normal, but nothing out of the ordinary. When the influence that inflicted this Condition gives her a command, she cannot resist. If it’s something that she wouldn’t normally do, she might look like she’s been hypnotized or that she’s sleepwalking, but otherwise the character looks and acts normally. Fulfilling the command resolves this condition; she also can’t quite remember what happened while she was Mesmerized. This Condition fades naturally after a scene, which does not count as resolving the Condition.
    Resolution: Fulfill the Command. Take any amount of bashing or lethal damage. Experience a breaking point as part of the command.

    Paranoid
    Your character is certain that no one can be trusted, that vast conspiracies are moving against her, and that random coincidences are the signs of a greater plan. She removes 1 die from all Composure-based dice pools. In addition, when the Condition is applied, choose one thing the character fixates on as a sign of the forces moving against her (a common turn of phrase, a color, a particular corporation/government entity, etc.) Anyone she associates with that sign is regarded as a threat.
    (If a conspiracy actually is out to get her, choose something that actually represents that conspiracy.)
    Resolution: The character is confronted with conclusive proof that no one is out to get her, or she exposes the conspiracy.

    Reckless
    Your character gains an overwhelming confidence in his capabilities, becoming disdainful of caution or deliberation. He suffers a -2 penalty when taking extended actions. Any rolls to compel your character to impulsive action achieve exceptional success on three successes instead of five.
    Resolution: The character acts on his first impulse, regardless of the consequences.

    Resurrected
    Your character has been returned to life by unnatural means. This condition can only be applied to a mortal character that has been killed. The character retains all traits, anchors, and integrity, and gains the following;
    The character gains +1 dot in Strength and Stamina.
    They heal bashing damage normally, but cannot heal lethal or aggravated damage. They do not check for unconsciousness when their health boxes are filled with lethal and reduce all Wound penalties by 1.
    The character suffers a point of lethal damage every [Integrity] number of days as their body begins to rot.
    Once they have taken a point of lethal damage in their last 3 health boxes they suffer a - 3 penalty to Social die pools as the physical damage and advancing putrescence become harder to ignore. Once the health boxes are filled with lethal, the Resurrected does not check for unconsciousness and continues to function, but is obviously an unnatural creature that could potentially trigger breaking points in others or themselves as they have to confront what they have become. Once the creature’s health boxes are filled with aggravated damage this condition resolves and the creature dies (again).
    Resolution: As noted above.

    Sadism
    Your character embrace cruelty, her sympathy vanishes and she has nothing but spite for any weakness shown or perceived. This cruelty inflicts a -2 penalty to all Social rolls that don't involve fear and intimidation. When using Social Maneuvering, the characters First Impression is downgraded by one step, except if she is using Intimidation to force others to your point.
    Resolution: The character suffers a major setback due to the social consequences of this Condition.

    Troublemaker
    The equipment with this condition is always seems to turn-up where it where it can cause the most trouble. Once per chapter, the Storyteller may place this object into a scene with a character that has made a Breaking Point roll for acting in accordance with their Vice. If the character takes possession of the object, they gain a +2 bonus to Breaking Points caused by acting in accordance with their Vice for as long as they possess the object. However, such objects are fickle and can vanish just as mysteriously as it arrived. The Troublemaker disappears the next time its possessor leaves it unattended.
    Resolution: When the Troublemaker leaves its owners possession, voluntarily or otherwise.

    Tuned Up
    The vehicle has been freshly tuned, restoring performance to showroom quality. The driver may resolve this condition to gain a +2 bonus to the Vehicles Dice Modifier and a +10 bonus to Speed for the remainder of the scene.
    Possible Sources: Achieving an exceptional success on a Build Equipment roll.
    Resolution: As described above

    Wanton
    Your character wants for the sake of wanting. He’s distracted with temptations of excess and indulgence. Any Composure or Resolve rolls to resist temptation suffer a –2 die penalty. As well, the character that brought forth this Condition achieves exceptional success on three successes instead of five when making any rolls to tempt your character.
    Possible Sources: Cursed Relics
    Resolution: Indulge in something that constitutes a breaking point.





    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

  • #2
    Relics

    A -

    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: +1 Initiative: -1 Strength: 1 Size: 2 Durability: 3(6) Availability: 4
    Powers
    Damage dealt by the Adder’s Blade is considered supernatural damage.
    Adder’s Reflexes: The wielder gains a +1 bonus to Initiative while wielding the Adder Blade, and may spend a point of Willpower reflexively to apply his Defense and Initiative to Surprise attacks.
    Façade: The Adder appears to be a normal and unremarkable cane. This ability costs a Willpower point to activate and lasts for (Resolve) hours.


    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. This particular pair of sneakers was stolen from the funeral of a promising high school ballplayer that was killed by a drunk driver.


    Size: 1 Durability: 0(2) Availability: 2
    Powers
    All-Star Prowess: By spending 2 points of Willpower, the wearer gains a bonus of +2 Athletics (which increases Defense), +1 Initiative, and +2 Speed until the end of the scene.
    Drawback
    Coveted: The sneakers have the Coveted Condition.
    Misfortune: Anyone wearing the Sneakers gains the Danger Magnet Condition.


    The Ambrose Saber ●●
    The Ambrose Saber is a Model 1840 Cavalry Saber manufactured in 1845 and issued to Captain Johnathan Ambrose during the Mexican-American War. Due to a manufacturing error, the sabre’s blade is half an inch shorter than the standard length, and has been sharpened on both edges to increase its combat effectiveness. The weapon shows some signs of wear and age, but otherwise remains in excellent condition.


    Damage: +3 Initiative: -3 Strength: 2 Size: 3 Durability: 3(5) Availability: 3
    Powers
    Damage dealt by the Ambrose Saber is considered supernatural damage.
    Ambrose’s Mettle: By spending 2 points of Willpower, the wielder gains a +1 equipment bonus to attack rolls made with the Ambrose Saber. It also protects it wielder from the forces of darkness; imposing a -2 dice penalty to any hostile action from a Supernatural creature against the wielder from within (Wits +Resolve) yards. This power lasts until the end of the scene.
    Drawback
    Fear and Loathing: Using the Saber’s powers sets the wielders nerves on edge, gaining the Spooked Condition whenever its powers are activated.


    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: 4
    Powers
    Extract Madness: By spending 2 points of Willpower and making a (Manipulation +Empathy v. the subjects Resolve + Composure), the needle can suppress the effect of a persistent mental or supernatural Condition for one week. This does not resolve the condition, merely alleviating its effect for the duration. During this time, the Condition is stored within the Needle. The Needle can only store one condition at a time.
    Inject Madness: By spending 2 points of Willpower and making a (Intelligence +Medicine v. the subjects Resolve + Composure), the needle can “inject” its stored condition into the subject. The subject gains the injected Condition for one week, after which it resolves.
    Drawback
    Obsession: The possessor of the Asylum Needle becomes obsessed with psychiatric medicine, especially with antiquated techniques considered barbaric by current standards (such as electroshock or lobotomy). The possessor gains the Obsession (Psychiatrics) Condition.


    B -

    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). The Babel Compendium grants its equipment bonus to investigation or research rolls involving Spirits.


    Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 3
    Powers
    The Babel Compendium contains the following ritual, which can be performed by anyone with at least 2 dots of Occult. Performing this ritual is a Breaking Point with a -1 penalty.
    Spirit Tongues: The ritualist spends 1 point of Willpower and makes an extended Intelligence + Academics or Occult roll. The ritual requires 5 successes and each roll requires 30 minutes of meditation and incanting the inscribed verses.
    Once invoked, the ritualist gains the power to communicate with entities lurking in Twilight. The ritualist gains the use of the Medium Merit. The use of this merit fades away at the next sunrise or sunset.


    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. The Black Bible grants its equipment bonus to investigation or research rolls involving Heresy and Witchcraft.


    Equipment Bonus: +2 Size: 1 Durability: 1(2) Availability: 4
    Powers
    Indestructible: The pages of the Black Bible do not burn when exposed to fire, and even if shredded will return to its current (incomplete) state at the next full moon at a location near its last possessor.
    Inquisition: Anyone in possession of the Black Bible gains a knack for ferreting out secrets. Whenever the possessor would uncover a Clue during an Investigation, that clue gains an additional element.
    Drawback
    Obsession: Anyone in possession of the Black Bible becomes obsessed with completing the tome by the restoring or replacing the missing text, and by adding new information and gains the Obsession (Completing the book) Condition.
    Occult Vulnerability: The possessor of the Black Bible becomes more receptive to other-worldly influences; any supernatural power or effect used against the possessor gains a +2 equipment bonus.


    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.


    Equipment bonus: +2 Size: 1 Durability: 2(7) Availability: 5
    Powers
    Indestructible: The Black Sphere is seemingly invulnerable, and is immune to all damage from mundane sources.
    To use the following abilities, the possessor must purchase the Bonded Relic Merit.
    Entropic Pulse: Once per chapter, as an instant action, the possessor may spend 2 Willpower points and make a Strength +Presence roll while striking the Sphere against a hard surface. Doing so unleashes a wave of raw entropy that deals 3 +Success points of lethal damage to every creature within a yard radius equal to twice the possessors Resolve +Composure. Objects are unharmed by the pulse, as is the possessor. Using Entropic Pulse is a Breaking Point with a -3 penalty.
    Whispers: The Sphere imparts an uncanny wisdom to its possessor. While bonded, the possessor ignores the untrained penalty for skill checks and may add the Spheres equipment bonus to rolls of a selected skill category (Mental, Physical or Social). The skill category is selected when the bond is established and cannot be changed while the bond is in effect.
    Drawback
    Corrupting: The Black Sphere has a greatly negative effective on the mind and spirit on anyone it is bonded to. Once the bond is established, the possessor gains the Corrupted and Madness Conditions. In addition, the possessor must keep the Black Sphere close at hand at all times of suffer the Deprived Condition.


    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: 4
    Powers
    Divine Right: Wearing the crown gives the wearer potent powers of persuasion. By spending 2 points of Willpower and rolling Manipulation + Persuasion, minus the victim's Resolve, the wearer of the crown can issue a one sentence command that the target is compelled to obey. This suggestion must be spoken aloud so that the target can hear. The victim gains the Mesmerized Condition. Using Divine Right is a Breaking Point with a -1 penalty.
    Drawback
    Malefactor: The Crown brings out the worst in its wearer. The wearer gains the Malefactor Condition for as long as they possess the Crown.


    The Book of Ashes
    “Libro Cineres” is a text detailing methods and ways of dealing with ghosts and other forms of restless dead. It was originally written in 1675 in Latin, but has been translated to English and was reprinted in 1972.There are currently less than 100 copies of the English version and less than 20 copies of the Latin version is in circulation. The Book of Ashes grants its equipment bonus to Abjuration and Warding rolls against Ghosts.


    Equipment Bonus: +1(+2 if using the Latin version) Size: 1 Durability: 1(2) Availability: 3(Latin), 2(English)
    Powers
    Ward against Death: The Book of Ashes is considered to be a Bane against Ghosts of Rank 1. The Latin version is a Bane against Ghosts of Rank 2 or less.


    The Book of Changes
    Written circa 1750, “Libris Vicissitude” is an alchemical textbook that was very popular with dabblers. 4 printings were released and approximately 200 copies are still in circulation. The Book of Changes grants its equipment bonus to rolls involving Alchemy.


    Equipment Bonus: +2 Size: 1 Durability: 1(2) Availability: 2
    Powers
    Purify: By spending 1 willpower and rolling Intelligence + Occult or Science, the Alchemist may purify materials. Items constructed from purified materials deal an extra point of damage to entities that have that material as a bane. Such an item may only use this bonus a number of times equal to the successes rolled before loses its enhancement.


    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. The Book of Ashes grants its equipment bonus to Exorcism and Summoning rolls involving Spirits and other entities embodying concepts such as pain, fear, and death.


    Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4
    Powers
    The Book of Sorrows contains the following ritual, which can be performed by anyone with at least 2 dots of Occult.
    Evoke the Shadow of Sorrow: This ritual can compel the presence of one of five specific spirits. The ritual must be performed in a location resonate to the spirits nature. The summoner spends 1 point of Willpower and makes an extended Presence + Occult roll with a penalty equal to the targeted spirits rank. Each roll requires 30 minutes of chanting, meditation, and burnt offerings; the number of successes required is the entities rank x 5. If successful, the target spirit will appear in twilight before the summoner. Performing this ritual is a Breaking Point with a -1 penalty.
    The spirits the book can call forth are listed below;
    Weeping Shroud: Rank 1; Influence (Grief); Numina: Aggressive Meme, Dement, Emotional Aura
    Shuddering Terror: Rank 2; Influence (Fear); Numina: Awe, Emotional Aura, Hallucination, Seek
    Smiling Wound: Rank 3; Influence (Pain); Numina: Blast, Hallucination, Implant Mission, Rapture, Seek, Telekinesis
    Extinguished Star: Rank 4; Influence (Darkness); Numina: Awe, Innocuous, Omen Trance, Regenerate, Seek, Speed, Strike Blind, Telekinesis
    Sorrow Sovereign: Rank 5; Influence (Death); Numina: Awe, Blast, Drain, Entropic Decay, Essence Thief, Seek, Sign, Speed, Stalwart, Telekinesis
    Drawback
    Unguarded: Once summoned, the ritualist cannot compel the entity to do anything other than attend his presence; the spirit must be convinced or forced to do the ritualists bidding through other means.


    C -

    The Charnel House Sledge ●●●
    This sledgehammer was used to slaughter cattle during the 1970’s in several slaughter houses throughout Australia, ending the lives of hundreds if not thousands of animals. The Sledge is made of iron and wood; the iron rusted and the wooden handle is wrapped in leather stained brown from gore. It is said that one of the workers at the slaughter house kept the sledge upon its retirement, and disappeared from the workers possession some years later.


    Damage: +3 Initiative: -4 Strength: 3 Size: 3 Durability: 2(5) Special: Knockdown, Stun Availability: 2
    Powers
    Damage dealt by the Charnel House Sledge is considered supernatural damage.
    Slaughtering Blow: The Sledge guides the hand of its wielder; delivering sure, efficient and deadly strikes. When the wielder makes a successful surprise attack and the target would be denied using their defense, the wielder instead strikes a killing blow (deals damage equal to her full dice pool plus her weapon modifier). The wielder must declare the target of Slaughtering Blow the turn before the attack.
    Drawback
    Butcher’s Heart: The power of the Sledge dulls its wielders capacity for empathy. Each time Slaughtering Blow is used, the wearer gains the Disconnected Condition. The wearer sheds this condition if they do not use Slaughtering Blow for [10 – Integrity] days.


    The Cross of Fire ●●●
    This Cross of Fire is forged of wrought iron and is slightly warped, baring marks consistent with having survived a great fire. The Cross’s make and style places its creation in Prague during the late 1600’s.


    Damage: +0 Initiative: -1 Strength: 1 Size: 1 Durability: 3(6) Availability: 4
    Powers
    The Purity of Flame: The Cross of Fire has great powers against the ephemeral and undead. The Cross is treated as a +0 weapon against Undead creatures (such as Mummies or Vampires). Such creatures treat damage from the Cross as if it were inflicted by fire. It is also effective against Ghosts, dealing lethal damage (or bashing if the entity is in Twilight).
    By spending 2 points of Willpower, the Cross also protects its wielder from the powers of ghosts and the undead; imposing a -3 dice penalty to any hostile action from a Ghost, Mummy, or Vampire or similar creature against the wielder from within (Wits +Resolve) yards. This power lasts until the end of the scene. An additional point of willpower spent on activation extends this protection to a number of additional individuals up to the wielders Resolve.
    Drawback
    Symbolic Obsession: The Cross of Fire inspires an obsession with the trappings of religion, and the wielder gains the Obsession (Religious Symbolism) Condition.


    Cypron’s Journal ●●
    The personal journal of Transylvanian soldier Cypron; who was a lieutenant serving under Vlad Dracul during the years 1457- 1461. The text is peppered with vague allusions to supernatural events surrounding Dracul. Cypron was captured by Turks and executed for refusing to convert to Islam and side against Dracul. Cypron’s Journal grants its equipment bonus to investigation and research rolls involving Vlad Dracul or medieval Romania.


    Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 3
    Powers
    Cypron’s Conviction: Once per chapter, the possessor of the journal may spend 2 points of Willpower to call upon Cypron’s conviction and loyalty, gaining a +1 bonus to Resolve that lasts until the end of the scene.



    D -

    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.


    Dice Modifier: -1 Size: 12 Durability: 3(6) Speed: 120; High Acceleration Availability: 4
    Powers
    Drivers Edge: Darlin’ responds to the will of her driver. Once per chapter, the driver may spend one point of Willpower to give Darlin’ the Tuned Up Condition.
    Indestructible: The vehicle also runs like she came off the assembly line yesterday with minimal maintenance and is exceptionally resistant to damage. Even if reduced to scrap metal the vehicle regenerates a point of structure each night until fully restored.
    Drawback
    Car Crazy: Darlin’s drivers become incredibly attached to her, gaining the Deprived Condition if they do not spend at least an hour each day with the vehicle.


    The Dead Cell ●●
    The device known as “The Dead Cell” is a “RAZR” style cellular phone that was popular in the mid-late 2000’s. This particular device is matte black in color and has the number sequence “#22558433323” scratched into its back casing.


    Size: 1 Durability: 1(3) Availability: 2
    Powers
    Call the Dead:
    Once per chapter, the possessor of the Dead Cell may spend a point of Willpower and make a Wits + Empathy; if successful, the possessor opens a line to a deceased person they knew in life. The deceased person is always someone that was a positive influence, and the conversation is uplifting, granting the possessor the Inspired Condition. On an exceptional success, the possessor regains point of Willpower as well.
    On a dramatic failure, the possessor contacts something malevolent and gains the Shaken Condition.


    Death Dealer ●●●●
    This weathered looking M16A1 rifle was originally used during the Vietnam War in 1968.The weapon has the words “Death Dealer” and the four French card suits (♠♣♥♦) etched skillfully into its stock. The Rifle is said to have been used by a Sgt. Oliver Crayton, a soldier who had a reputation for sadism and was linked to several incidents of violence against civilian targets (although nothing was ever proven). At the end of his tour Sgt. Crayton went into mercenary work selling his expertise to the highest bidder, always using the same M161A as his weapon of choice. After Crayton’s death in 1973, the Rifle traveled through several black markets before returning to American soil, where it continues to change hands through a variety of criminal channels.


    Damage: +3 Initiative: -3 Size: 3 Strength: 3 Durability: 3(7) Capacity: 42+1 Range: 150/300/600 Availability: 4
    Powers
    Damage dealt by Death Dealer is considered supernatural damage.
    Accurate: The Death Dealer gives its wielder a +1 equipment bonus to attacks made with the relic.
    Certainty: The wielder of the Rifle gains a +1 bonus to Breaking Points from committing acts of violence with the relic.
    Deadly: By spending 2 points of Willpower, the wielder gains the 9-again quality on attacks made with Death Dealer until the end of the scene.
    Drawback
    Morbid: The wielder of Death Dealer becomes fixated on death, mortality, and other fatalistic subjects, and gains the Obsession (Death) Condition.


    The Detective’s Coat ●●●
    This stylish 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 Coverage: Arms, Torso Size: 3 Durability: 1(4) Availability: 3
    Powers
    Tougher than Leather: The coat is supple and comfortable, but extremely durable, providing 1 point of armor when worn. In addition, once per chapter, the wearer may spend 2 points of Willpower and make a Wits + Streetwise roll; each success downgrades one health box of lethal damage to bashing damage.


    The Devil’s Due ●●
    The Devil’s Due is a violin used primarily in folk music (aka “a fiddle”). The instrument is of unknown origin, but is believed to have been constructed in the 1950’s. The woodwork is ornate, with carved ivy patterns inlaid with actual gold. The Devil’s Due grants its equipment bonus to Expression rolls when being played.


    Equipment Bonus: +2 Size: 2 Durability: 1(3) Availability: 4
    Powers
    Best that’s Ever Been: By spending 1 point of Willpower, the possessor gains the Rote quality on Expression rolls until the end of the scene while playing The Devil’s Due.
    Indestructible: The fiddle is slightly more resistant to damage than ordinary wood, but always returns to its prior condition, regenerating a point of Structure every night even if it's been destroyed previously.
    Soul Bound: The fiddle is tied to its possessor, and always returns within [10-Integrity days] if lost or discarded.
    Drawback
    Against Your Soul: The Devils Due extracts a spiritual toll from its possessor. The possessor suffers the Soulless Condition for as long as they possess the Devils Due. Only when ownership is transferred to a new individual (by gift, purchase, theft, or wager) may the condition be shed.


    The Discordant Strain ●●●
    The Discordant Strain is a folio containing a musical composition written for the piano in 1824. The work is extremely complicated and structured, and is known for making use of off-keys to create a disturbing undertone to the overall piece. The composer of this work is unknown, but based on the style may have been a contemporary of Beethoven. When played successfully, the composition is about 10 minutes long.


    Size: 1 Durability: 1(4) Availability: 4
    Powers
    The Discordant Strain contains a summoning ritual that calls forth an entity called “The Discordant”. It takes the form of a complicated musical piece which can be performed by anyone with at least 3 dots of Expression (Piano). Performing this ritual is a Breaking Point with a -2 penalty.
    The Discordant Strain: The musician spends a point of Willpower and makes a Wits +Expression (Piano) with a penalty of -3 due to the complexity of the piece. Performing the piece creates an Open Condition for Sound. If successful, “The Discordant” manifests at the conclusion of the piece.
    Drawback
    Sacrifice: As an additional cost to perform The Discordant Strain, the possessor must anoint their hands in at least 1 point of lethal damage worth of blood from a musician.
    The Discordant
    The Discordant is nearly invisible, appearing a rippling distortion in the air and a disturbingly off-key melody.
    Rank 3[Spirit]; Power 9 Finesse 9, Resistance 6, Willpower 15, Essence 20
    Influence: Sound 3
    Ban: Hearing the Discordant Strain backwards forces The Discordant to Discorporate.
    Bane: Tuning Forks
    Manifestation: Discorporate, Fetter, Materialize, Twilight Form
    Numina: Awe, Blast (Resonance Frequency), Dement, Drain, Innocuous, Rapture, Speed


    The Dragon’s Talon ●●●●●
    This sword is a French long sword that despite being over 400 years old is fully combat ready. It is constructed of high grade steel with a grip carved of oak and wrapped in leather. The blade has an odd red tint.


    Damage: +3 Initiative: -2 Strength: 2 Size: 3 Durability: 3(8) Availability: 5
    Powers
    Damage dealt the Dragon’s Talon is considered supernatural damage.
    Indestructible: The weapon is also more resilient than an ordinary tool, and regenerates a point of Structure every night even if it's been destroyed previously. However, the entity powering the Dragon’s Talon is removed through exorcism or other means then the sword is destroyed automatically.
    To use the following abilities, the possessor must purchase the Bonded Relic Merit.
    Dragons Talon: By spending 2 points of Willpower, the Dragons Talon gains the Armor Piercing 2 quality until the end of the Scene. This is considered supernatural damage for opponents vulnerable to such.
    Lord of Fire: By spending a point of Willpower, the wielder of the Dragons Talon gains Influence 2 (Fire) until the end of the Scene.
    Drawback
    The Dragon’s Talon has a will of its own. If an action goes against the entity's whims it can inflict a reflexive penalty of up to its dot rating to the wielders actions. Also, if the weapon has an opportunity to fulfill its needs and the wielder hesitates then the weapon can attack on its own using its dot rating as its dice pool. In addition, the wielder must keep the Dragon’s Talon close at hand at all times of suffer the Deprived Condition.


    E -

    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. As was common when the radio was manufactured, it can only pick up AM radio frequencies.


    Size: 3 Durability: 1(4) Availability: 4
    Powers
    To use the following abilities, the possessor must purchase the Bonded Relic Merit.
    This Just In: The radio speaks to its possessor in the cadence and tone of a 1930’s newscaster. The radio speaks of current events, the possessor life, and portents of things to come. This functions as the Omen Sensitivity Merit, but only may be used after listening to the radio for at least an hour.
    In addition, once per chapter, after listening to the radio the possessor may gain either the Informed or Inspired Condition for Academics, Politics, Occult, or Science.
    Drawback
    Weird News: For every bit of welcome information gained from the Radio, it also shares unsettling facts and observations about the possessor, those around him, and the world itself. Once the bond is established, the possessor gains Madness Conditions. Each use of the This Just In ability is a Breaking Point with a -2 penalty.


    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 perfect condition.


    Size: 0 Durability: 2(4) Availability: 2
    Powers
    Engineers Precision: The Watch grants its possessor uncanny insight into the inner workings of machines; the possessor gains a +2 equipment bonus to Crafts rolls involving mechanical devices. In addition, once per chapter the possessor may gain the Inspired Condition pertaining to machines.
    Drawback
    Machine Curse: The Watch great insight, but also conspires against its possessor. The possessor gains the Cursed (Machines) Condition, as the possessor becomes plagued by wildly improbable and potentially deadly mishaps involving mechanical devices.


    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. Eriksson’s Journal grants its equipment bonus to investigation and research rolls involving Norse Mythology or Nordic Occultism.


    Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 3
    Powers
    The Eriksson’s Journal contains the following ritual, which can be performed by anyone with at least 2 dots of Occult and requires all four volumes. Performing this ritual is a Breaking Point with a -1 penalty.
    Rite of Odin: This grueling ritual replicates Odin’s ordeal of being impaled against the world tree to gain wisdom. The ritualist spends 1 point of Willpower and makes an extended Stamina + Occult roll. The ritual requires 10 successes and each roll is made daily. The ritual requires that ritualist must be symbolically wounded (at least one point of lethal damage inflicted) and be tied to a tree in a secluded place for the full duration of the ritual. The ritualist suffers an additional point of lethal damage for each day after the first that the ritual continues. While bound, the ritualist can eat no food (but may drink water if they are able). Damage suffered during the ritual 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.
    If successful, the ritualist gains an Experience for each day it took to complete the ritual (maximum 5 Experiences).
    Last edited by Reighnhell; 03-23-2017, 12:54 AM. Reason: Formatting Update


    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


    • #3
      F - G

      The Fearless Stone ●●●
      The weapon called “Kohatu Matatoa" (which translates to Fearless Stone) is a mere pounamu, a tear-shaped hand club carved out of greenstone and greatly revered by the Maori people of New Zealand. Mere pounamu are the traditional weapon of chiefs, and are frequently attributed supernatural powers. The Fearless Stone is considered an important Maori heirloom, and while its current whereabouts are unknown a considerable reward awaits the person it returns it to its rightful owners.


      Damage: +1 Initiative: -1 Strength: 2 Size: 2 Durability: 2(5) Availability: 5
      Powers
      Damage dealt by The Fearless Stone is considered supernatural damage.
      To use the following abilities, the possessor must purchase the Bonded Relic Merit.
      Fearless Warrior: The wielder of Kohatu Matatoa can call upon the courage of generations of warriors by gripping the weapon tight, spending a point of Willpower, and making a Resolve+ Composure roll. If successful, mundane attempts to frighten, scare or intimidate the wielder automatically fail. Supernatural attempts to frighten him suffer a penalty equal to the number of successes scored on their roll. This lasts the rest of the scene.
      Spirit Striking: Kohatu Matatoa has great power against the invisible world. By spending a point of Willpower, the wielder gains the ability to strike at ephemeral entities in twilight as if they were a physical creature until the end of the scene. Spirit Striking does not in itself does not grant the ability to see or otherwise perceive ephemeral entities.
      Drawback
      Recklessness: The wielder of Kohatu Matatoa is emboldened, and throws caution to the wind. Each time Fearless Warrior is used, the possessor gains the Reckless Condition. The possessor sheds this condition if they do not use Fearless Warrior for [10 – Integrity] days.


      The Final Album ●●
      This unlabeled black cassette tape contains an untitled album recorded by the black metal band “Wound” in 1989. The 5 member ensemble was led by its lead singer Sexton Darwin, and was known for a hard-partying lifestyle and 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: 2
      Powers
      Indestructible: The cassette is greatly resistant to alteration, regenerating a point of Structure every night even if it's been destroyed previously. The content of the tape cannot be erased or recorded over. If the ghost of Sexton Darwin is removed through exorcism or other means then the relic is destroyed automatically.
      Resonance: Playing the tape creates a Resonant Condition for Nihilism.

      Drawback
      Haunted: Despite being a seemingly normal cassette tape, the Final Album serves as an anchor for the spectral essence of Sexton Darwin.
      Sexton Darwin
      Sexton still looks the part of a late 80’s rocker in the black metal scene; black leather pants, black t-shirt, long dark hair and arms covered in satanic and occult tattoos and fists covered in menacing silver jewelry. Death has made his pale flesh almost white and turned his eyes into smoldering red pinpoints.
      Rank 2[Ghost]; Power 6 Finesse 4, Resistance 4, Willpower 10, Essence 15
      Virtue Artistic, Vice: Hatred
      Aspiration: Promote Nihilism and Self Destructive behavior
      Influence: Anchor (Final Album) 1, Nihilism 1
      Ban: Cannot harm a person wearing a “Wound” t-shirt or patch. Bane: Salt
      Manifestation: Fetter, Unfetter, Twilight Form
      Numina: Blast, Dement, Drain, Implant Mission, Sign


      Formula 16-Zeta ●●●
      This small case contains several 10ml glass vials. While the case is capable of holding 8 of these vials, only 5 remain. Each vial contains a clear fluid with an oily texture and slight red tint. The formula is a Toxicity 6 lethal poison when injected into a living subject.


      Size: 1 Durability: 1(4) Availability: 4
      Powers
      Reanimation: When injected into dead tissue, the formula grants reanimation. Reanimating a creature requires 1ml for a size 5 creature, with proportionately less or more depending on the subject’s size. The Reanimated creature is a Zombie with the following traits

      Best At: 7 (Attacking the nearest living target)
      Worst At: 2 (Problem Solving, Memory)
      Aspiration: Lash out Violently
      Willpower/Scene: 3
      Initiative: 3
      Defense: 3
      Speed: 8
      Size: 5
      Health: 9
      Dread Powers: Armored Hide 1, Hunter’s Senses (Living Humans), Jump Scare, Monstrous Resilience, Natural Weapon (Bite +1)


      Gabriel’s Trumpet ●●●
      Gabriel’s Trumpet is a brass trumpet, notable for having an uncommon 4 piston-valve construction. It was commissioned by a man named John Gabriel, a jazz musician touring the south in the late 1950’s, who spent several years working odd jobs to afford such a quality instrument. It was said he channeled something powerful when he played, and once dispersed a lynch mob intent on assaulting him the power of his song. John Gabriel disappeared in 1960; he was taking a bus to New York City and asked the driver to pullover. From there he stepped off of the bus and walked into the night, never to be seen again. All that was left behind was the case containing the Trumpet. The instrument’s quality and history makes it a valuable item among collectors. Gabriel’s Trumpet grants its equipment bonus to Expression rolls when being played.


      Equipment Bonus: +3 Size: 2 Durability: 2(3) Availability: 4
      Indestructible: The Trumpet plays perfectly with minimal maintenance and shines as if freshly polished. It regenerates a point of Structure every night even if it's been destroyed previously.
      To use the following abilities, the possessor must purchase the Bonded Relic Merit.
      Awe Inspiring: The Trumpet can call upon Virtue of those who hear it play. Its player can spend 2 points of Willpower and make a Presence +Expression roll. A small group of listeners levies a -1 penalty, a small crowd a -2, and a large crowd a -3. Listeners gain Inspired Conditions. On an exceptional success they gain the Awestruck Condition as well.
      Drawback
      Better Angels: Awe Inspiring cannot be activated and the relics equipment bonus cannot be applied in any scene where its possessor has regained Willpower from their Vice.
      Echoing Song: Each time the possessor uses Awe Inspiring, the song they played echoes in their mind. The possessor gains the Captivated Condition, which is shed after [10-Integrity] days.


      H - I

      The Handbook for the Deceased ●●
      Written in 1956, the Handbook for the Deceased contains detailed information about ghosts, twilight and the underworld. Written by an unknown author in the style of a technical manual, the book appeared as novelty. Its print run was small (only about 300 copies exist) and it has never been reprinted. Strangely enough, the perspective assumes that the reader is a ghost themselves. The Book grants its equipment bonus to matters involving ghosts, twilight, or underworld.


      Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 3
      Manifestation: The possessor or a ghost in twilight may spend a point of willpower (or essence) to give the Handbook the Anchor Condition until the end of the scene. Ghosts that use the Handbook as an anchor gain the Materialize Manifestation (even if this goes beyond the number of manifestations allowed by rank) until the end of the scene.


      The Harvester ●●●●●
      “The Harvester” is a ritual sickle of unknown origin and unusual design. The sturdy bronze blade is smooth edged and razor sharp. The handle is carved from a ram’s horn and is wrapped in leather. The blade is stamped with symbols that do not correspond with any commonly known language or cipher. The remarkably well preserved blade was excavated from a construction site in rural Poland nearly ninety years ago, but research has concluded that it is at least 300 years old.


      Damage: +1 Initiative: -1 Strength: 1 Size: 2 Durability: 2(7) Availability: 5
      Powers
      Damage dealt by the Harvester is considered supernatural damage.
      To use the following abilities, the possessor must purchase the Bonded Relic Merit.
      Soul Cutter: Harvester is capable of cutting a person’s soul free from their bodies. After using Harvester to inflict at least 3 points of lethal damage against a victim, the wielder may spend 3 Willpower points and make a reflexive Presence+ Manipulation contested by the victims Resolve +Composure. The successful, the victim gains the Soulless Condition as their soul becomes bound to Harvester. Once the victim is bound, the wielder may draw Willpower from him at any time, from any distance. The victim loses a point of willpower which is immediately transferred to the wielder. Harvester can only bind one soul at a time. This ability can be used until the victim gains the Thrall condition, at which point their soul has been completely consumed and is no longer bound to Harvester.
      The wielder may release a soul at any time by spending a point of willpower, ending the victims Soulless Condition. A victim that takes control of Harvester from its current wielder immediately ends the Soulless Condition. Harvester can only affect creature with an Integrity score, the spiritual nature of other beings are beyond its ability to effect.
      Each use of the Soul Cutter ability is a Breaking Point with a -3 penalty.
      Drawback
      Soul Binding: The wielder must keep a soul bound to Harvester or suffer the Deprived Condition.


      The Heidenreich Diary I-II ●●
      Written in 1942, “Die Heidenreich Molkerei” is the personal journal of the Nazi physician Dr.Lars Heidenreich, who was also rumored to belong to the infamous Thule Society; contains detailed notes and personal observations from experiments performed on human subjects. Two volumes are known to exist. The Heidenreich Diary grants its equipment bonus to investigation and research rolls involving Nazi Occultism and Surgical Experimentation.


      Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 3
      Powers
      Apt Pupil: Using Calculated Cruelty gives the possessor the Inspired Condition.
      Calculating Cruelty: Once per chapter, after reading the diary for at least an hour, and making a successful Meditation roll, the possessor may spend one point of willpower to gain a +2 equipment bonus to their next Breaking Point roll for committing premeditated violent acts. This bonus lapses once it used or the possessor sleeps. This is in addition to the other benefits of Meditation.


      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 approximately 2000 BC.


      Size: 2 Durability: 2(6) Availability: 5
      Powers
      Indestructible: The Idol shows little wear despite being several millennia old, and regenerates a point of Structure every night even if it's been destroyed previously.
      The Light of Ra: Once per chapter, as an instant action, the possessor may spend 2 Willpower points and make a Strength +Presence roll while holding the Idol. Doing so causes the Idol to emit a blinding radiance that deals 2 +Success points of lethal damage and the Blinded Tilt to every creature within a yard radius equal to twice the possessors Resolve +Composure. Objects are unharmed by the light, as is the possessor.
      Drawback
      Draining: Invoking the Light of Ra is physically and mentally taxing; invoking its power is a Breaking Point with a -2 penalty and the possessor gains the Exhausted Condition.


      The Infernal Lighter ●●●
      The Infernal Lighter is an antique brass Trench Lighter used during World War I. It is in excellent condition despite its age, and even after considerable use its flint remains fresh and it uses fuel at a fraction of what it should. The Lighter’s was originally owned by a British soldier who died by immolation when attacked by German Troops wielding flame-throwers. The Lighter was the only thing recovered from his body that wasn’t burned to a crisp. The Lighter was shipped back to the soldier’s family some years after the war, where it passed through the generations. It was pawned off by one of the soldiers descendants in the early 1990’s for drug money and has circulated through various quasi-legal circles ever since.


      Size: 0 Durability: 2(5) Availability: 2
      Powers
      Firestarter: The possessor gains access to the 3 dot version of Psychokinesis (Fire) Merit for as long as they are in physical contact with the lighter. The possessor also gains an equipment bonus of +2 to rolls to activate Psychokinesis. In addition, the Lighter itself is completely immune to damage from heat and fire; it could be thrown into a furnace for an hour and be retrieved undamaged and cool to the touch.
      Drawback
      Pyromania: The possessor of the Infernal lighter becomes fascinated by fire and gains the Compulsion (Lighting Fires) Condition for as long as they are in physical contact with the Lighter. In addition, if the possessor sees a fire already burning, they must roll Resolve + Composure. If this roll fails, the possessor gains the Captivated Condition.


      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: +2 Initiative: -2 Strength: 2 Size: 2 Durability: 2(6) Availability: 4
      Powers
      Damage dealt by the Iron Leopard is considered supernatural damage.
      Leopard’s Blessing: The wielder gains the following: a +1 bonus to Strength, a +1 bonus to Dexterity, they may use higher of wits/dexterity for defense; and a +3 bonus to perception.
      Drawback
      Feral Mind: For as long as the wielder is touching Iron Leopard, he becomes more aggressive and animalistic, suffering a -2 penalty to Intelligence and Manipulation rolls. The wielder must succeed on a Resolve + Composure roll to relinquish the weapon, and gains the Deprived Condition for [10 –Integrity] days. If the roll is an exceptional success the wielder does not gain the Deprived Condition.


      J - K

      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
      The Protection of Shiva: Once per chapter, by spending three points of Willpower the possessor gain a potent blessing. While within (Wits +Occult) yards of the idol, the possessor gains +2 Defense, +3 Initiative, and +1 Armor
      Any hostile action or use of powers against the possessor from a supernatural creature suffers a -3 penalty. These bonuses last until the end of the scene.
      Drawback
      Overawed: When Protection of Shiva is invoked, the possessor gains the Humbled Condition at the end of the scene.
      Sacrifice: As an additional cost to activate Protection of Shiva, the possessor must anoint the Jade Shiva in at least 1 point of lethal damage worth of their own blood.


      Le Journal de la Nuit
      Originally printed in 1939, this French volume is a collection of journal entries from several supposed “Vampire Hunters”, collected, edited and annotated by an individual known only as “Simone Le Croix”. This work (which is considered fiction by most rational people) has never been translated to any other language and has been out of print since the 1960’s. The writing is amateurish and florid, but contains practical knowledge about the strengths and weaknesses of the so-called “Kindred”. It has gained some notoriety in recent years with an upswing in the popularity of Vampires, and collectors are paying fair prices for original volumes. Rumors circulate that a new edition may be going to print in the near future. The Le Journal de la Nuit grants its equipment bonus to investigation and research rolls involving Vampires and similar creatures.


      Equipment Bonus: +1 Size: 1 Durability: 1(2) Availability: 2
      Étrange que La Fiction: Between the dramatic flourishes, exaggerations, and whole cloth fabrications, the text contains solid knowledge about the All Night Society. Once per chapter, after reading the text for at least an hour, the reader may spend a willpower point and make an Intelligence + Academics or Occult roll. If successful they gain the Informed (Vampires) Condition. On an exceptional success the possessor gain a +1 bonus to their next Breaking Point.


      Les Journaux de M. La Rue (I-III)
      Written between 1845 and 1856, this three volume set is the personal journal of Mari La Rue, a French medium and occultist. It details encounters with a large number of ghostly entities. Les Journaux de M. La Rue grants its equipment bonus to Abjuration and Exorcism rolls.


      Equipment Bonus: +1 Size: 1 Durability: 1(2) Availability: 2
      Psychic Attunement: Les Journaux grants a +2 equipment bonus to rolls for the following merits; Aura Reading, Automatic Writing, Medium, and Omen Sensitivity.


      Kweo Kachina ●●●●
      This figurine is a Hopi Kachina doll depicting a wolf-headed warrior is a fierce pose. The figure is hand carved from cottonwood and stands about 8 inches tall. It is expertly carved and its style is largely traditional with a few embellishments, namely a dreamcatcher-like pattern carved into the back and legs of the figurine. It is estimated to be about 75 years old.


      Size: 1 Durability: 1(5) Availability: 4
      Powers
      Indestructible: Kweo Kachina is immune to fire and greatly resistant to damage, regenerating a point of Structure every night even if it's been destroyed previously. If the spirit “Dreaming Kweo” is removed through exorcism or other means then the relic is destroyed automatically.
      To use the following abilities, the possessor must purchase the Bonded Relic Merit.
      Kachina’s Blessing: The figurine offers a protective charm. By gripping the Kachina and spending 2 points of Willpower, the possessor becomes warded against hostile actions from supernatural forces until the end of the scene. Any physical or mystical attack made against the possessor by a supernatural creature suffers a -2 penalty.
      Dreamcatcher Kweo: The Kachina has a potent spirit called “Dreaming Kweo” bound into it. The spirit is sworn to watch over the possessor while they sleep and will do battle with any force that seeks to invade the possessors dreamscape.
      Dreaming Kweo
      When manifested, Dreaming Kweo is a sleek, muscular Mexican gray wolf roughly the size of a horse. His furred is dark as the evening sky, traced with patterns similar to the weave of a dreamcatcher and his eyes, teeth, and claws glow with starlight.
      Rank 3[Spirit]; Power 9, Finesse 8, Resistance 8, Willpower 10 Essence 20
      Influence: Dreams 3
      Ban: Cannot with draw from battle until enemy retreats or is defeated Bane: Cottonwood
      Manifestation: Dreamwalker*, Fetter, Materialize, Unfetter, Twilight Form
      Numina: Awe, Blast (Shattering Howl), Essence Thief, Regenerate, Seek, Speed

      New Manifestation - Dreamwalker: (Requires Open Condition) by spending 2 Essence, the entity shifts from Twilight into the Dream Space of an individual or location with the Open condition. Once there, it can interact with the Dream Space in the same way it interacts with the real world (including other entities also active in the Dream Space), and may use influence and numina.


      L -

      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(3) Availability: 3
      Powers
      Memory Theft: By sharing a drink from the Langdon Cup with the target, the possessor my steal memories. The possessor may spend a point of Willpower and make an Intelligence +Subterfuge (- the targets Resolve) roll; if successful, the target gains the Amnesia Condition regarding the last 24 hours, while the possessor gains the Informed Condition about events the target witnessed within that 24 period. The stolen memories fade and return to the target after 24 hours.
      Drawback
      Addictive Power: The act of stealing memories becomes addictive; the possessor of the Langdon Cup gains the Deprived Condition if they do not use Memory Theft at least once every [Integrity] days.


      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. The Last Testament of Raphael Christo grants its equipment bonus to Abjuration, Exorcism and Warding rolls.


      Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4
      Powers
      Consecrated: The Last Testament is considered to be a Bane against Demons, Ghosts, and Spirits of Rank 2 or less.


      The Lawman’s Badge
      The this ornate five-pointed star-shaped badge is crafted of sterling silver and issued in Laredo, Texas in 1936. It bears a circular nick on the left side.
      The badge has been passed through antique shops, gun stores and memorabilia auctions hover the years and was last seen at an estate sale in Malibu California.


      Size: 0 Durability: 2(3) Availability: 2
      Powers
      Protected by Law: Once per chapter, the wearer and call upon the strength within the badge for protection. By spending 1 point of willpower of and making a Resolve +Composure roll, the wearer become immune to Bashing damage and reduces lethal damage to bashing for a number of turns equal to successes rolled. This manifests as superlative good luck, as bullets only graze the skin and fists only manage glancing blows.
      Drawback
      Balancing the Scales: When the wearer uses Protected by Law, karma corrects the balance by automatically turn the wearers next failed roll into a dramatic failure.


      The Lexicon of the Abyss ●●
      Also known as “Lexicon Barathrum”, this remarkably well preserved Latin manuscript is nearly 200 years old and has accounts on the methods and habits of an assortment of other-worldly beings. It has been since reproduced in Latin, French, and Italian. The Lexicon of the Abyss grants its equipment bonus to investigation or research rolls involving Angels, Demons, or Spirits.


      Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4 (original), 2 (Reproduction)
      Powers
      The Lexicon of the Abyss contains the following ritual, which can be performed by anyone with at least 1 dot of Occult. Performing this ritual is a Breaking Point.
      Ephemeral Ward: The ritualist may inscribe a creature, item, or location with warding symbols that protects against Angels, Demons or Spirits. The ritualist spends 1 point of Willpower and makes an extended Intelligence + Academics or Occult roll. The ritual requires 5 successes and each roll requires 1 minute of carefully drawing the intricate symbols using a mixture of ink and the ritualists own blood. Only the ritualist themselves benefit from the protection granted by the ritual.
      If successful, any Angel, Demon, or Spirit that comes with 10 yards of the marked creature, location, or item suffers a -2 penalty to all attacks or actions intended to harm the ritualist. The mark lasts for one lunar month. Only one mark may exist at any time, creating a new mark negate the power of the previous mark.


      The Liber Rubricatus ●●●
      Also known as “The Red Grimoire” This Latin text dates back to the early 1600’s, and is the only surviving book of mystic lore remaining from the occult society known as the “Crimson Brotherhood”. The Liber Rubricantus grants its equipment bonus to investigation or research rolls involving Ceremonial or Hermetic magical styles.


      Equipment Bonus: +3 Size: 1 Durability: 1(4) Availability: 5
      Powers
      The Lexicon of the Abyss contains the following ritual, which can be performed by anyone with at least 3 dots of Occult. Performing these rituals is a Breaking Point with a -2 penalty.
      Afflicto: The ritualist spends 1 point of Willpower and makes an extended Presence + Occult roll. The ritual requires 5 successes and each roll requires 30 minutes of reciting the incantation and sacrificing a small warm blooded animal. Once invoked, the possessor gains the power to inflict crippling pain with a glance. The ritualist gains the use of the Evil Eye Merit (Hurt Locker). The use of this merit fades away at the next sunrise.
      Fur Fati: The ritualist spends 1 point of Willpower and makes an extended Intelligence + Occult roll. The ritual requires 5 successes and each roll requires 30 minutes of reciting the incantation and making a burnt offering of something the ritualist considers “lucky”. Once invoked, this ritual allows the caster to use the Thief of Fate Merit. The use of this merit fades away at the next sunrise.
      Drawback
      Misfortune: Those who possess the Liber Rubricatus often come to unfortunate ends. The possessor gains the Danger Magnet Condition for as long as they possess the Red Grimoire.


      The Little Black Dress ●●●
      The dress is an elegant black cocktail dress, made of an unusual material that is durable and feels like silk on the skin. It has no labels or manufacturers tags except for the initials “L.V”, embroidered almost invisibly near the hem. The dress is rumored to have once belonged to a high end Las Vegas call girl who fell to her death from the penthouse of a luxury hotel in 1989 in what was ruled a suicide. Although she was fully clothed when her body was taken to the morgue, by the time she arrived it had vanished. The resurfaces from time to time, almost always worn by someone involved in a tragic accident. The dress was last seen hanging from a rack at a thrift store.


      Equipment Bonus: +2 Size: 4 Durability: 0(3) Availability: 3
      Fashionable: While the general look remains the same, the dress conforms to the wearer, adjusting its cut to fit most body types, flatter the figure and mimic current trends. The Dress grants its equipment bonus to the use of the Striking Looks Merit. Wearers without the Striking Looks Merit may use the 1 dot version as long as they wear the Dress. Fashionable only works if the description of the wearers Striking Looks would benefit from sporting a cocktail dress.
      Indestructible: The Little Black Dress is seemingly invulnerable; it is fireproof, stain proof, and is immune to all damage from mundane sources. This unnaturally durability grants its wearer 1 point of Armor. In addition, no how matter how soiled it becomes, once rinsed and dried the Dress returns to a state as pristine as if it had been professionally laundered.
      Drawback
      Misfortune: Anyone wearing the Little Black gains the Danger Magnet Condition.
      Last edited by Reighnhell; 03-23-2017, 01:04 AM. Reason: Formatting pdate


      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


      • #4
        M -

        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(2) Availability: 3
        Powers
        Genre Savvy: Once per chapter, the possessor of this copy of Macabre Mysteries #2 may flip through the magazine and spend one point of Willpower. Doing so allows the possessor to use the Eye for the Strange Merit until the end of the scene.
        Indestructible: The magazine is slightly more resistant to damage than ordinary paper, but always returns to its prior condition, regenerating a point of Structure every night even if it's been destroyed previously.
        Drawback
        Creepshow: Whenever the possessor uses Genre Savvy, they gain the Spooked Condition.


        Madame Vorna ●●
        “Madame Vorna” is a coin operated automated fortune telling machine, manufactured in 1966. The figure inside the machine is a remarkably life-like facsimile of a gypsy fortune teller, with dark hair, dramatic eye-shadow, and a crystal ball. The machine itself is a full sized wooden-booth that stands a little over 6ft tall. When a coin is inserted, the figure springs to life, dramatically waiving its hands over the crystal ball and intoning in a Romanian accent “I see your future…Madame Vorna is never wrong”. The booth then produces a ticket with a stock fortune printed on it.


        Size: 6 Durability: 2(4) Availability: 3
        Powers
        Fortune Telling: Madame Vorna responds to desire and belief. If the possessor spends a point of Willpower and makes a Resolve + Composure roll (with a –2 penalty) when inserting a coin, the machine dispenses a fortune that carries metaphysical weight. If successful, fortune is good advice, and the possessor gains the Steadfast Condition. On an exceptional success, the possessor gains the Lucky Condition instead. However, on a dramatic failure, Madame Vorna predicts disaster; the possessor gains the Danger Magnet Condition.


        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: +2 Initiative: -2 Size: 1 Durability: 3(6) Capacity: 6 Range: 35/70/140 Availability: 4
        Powers
        Maggot Bullets: The wielder of the revolver may spend 2 points of Willpower to transform the ammunition inside the weapon into horrific squirming larva. Targets struck by the parasitic bullets suffer damage as normal, but also suffer the Poisoned and Sick tilts. The parasitic larvae are considered a supernatural disease and affect any corporeal creature. 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. Using Maggot Bullets is a Breaking Point with a -2 penalty.


        The Mala of Shào Wu Lei ●●●
        The Mala of Shào Wu Lei is a string of 108 jade prayer beads with a faded gold tassel and several stamp wooden charms for wisdom and good fortune. The Mala once belonged to Shao Wu Lei, a Buddhist monk that lived during the Ming Dynasty and was greatly renowned for his enlightenment. This Mala has been handed down from master to student over the centuries, but was lost sometime during the Cultural Revolution. Currently it sits around the neck of a Buddha statue that serves as decoration for a specialty tea shop in San Francisco. The Mala grants its equipment bonus to meditation rolls.


        Equipment Bonus: +2 Size: 1 Durability: 2( ) Availability: 2
        Powers
        Harmonious Thought: Meditation with the Mala as a focus grants clarity and resolve. Once per chapter, after making a successful Meditation roll, the possessor may spend one point of willpower to gain the benefits of the Indomitable Merit. If they already possess the Indomitable Merit, the bonus dice it grants gains a +1 bonus. The use of this merit fades away the next time the possessor sleeps. This is in addition to the other benefits of Meditation.
        Indestructible: The beads and the cord that binds them are more durable than normal materials. Even if broken and scattered, the Mala will recover a point of structure each night until perfectly restored.
        Drawback
        Pacifism: The mental state achieved when using Harmonious Thought is a state of peace. While the possessor may defend themselves if attacked, they will take pains to end the confrontation without causing harm. Dealing any amount of lethal damage to another creature is a Breaking Point with a -2 penalty. Pacifism does not extend to Demons, Ghosts, Evil spirits or similarly “unclean” entities.


        The Manual of El’Fahil Adu ●●
        Written in 1776 by reputed Persian mystic El’Fahil Adu, this is a manual on Arabic alchemy techniques with detailed analysis of Greek and Egyptian methods as well. Only 10 copies are known to exist. The Manual of El’Fahil Adu grants its equipment bonus to rolls involving Alchemy.


        Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4
        Powers
        The Manual contains the following ritual, which can be performed by anyone with at least 2 dots of Occult or Science with a specialty in Alchemy. Performing this ritual is a Breaking Point with a -1 penalty.
        Transmutation: The alchemist spends makes an extended Intelligence + Occult or Science (Alchemy) roll. The ritual requires 10 successes and each roll requires 1 day of time in a workshop or laboratory. Transmuting common materials such as grave dirt or dead wood into other common materials costs 1 point of Willpower. Creating valuable materials like gold or gemstones requires 2 points of Willpower. Transmuting objects into matter with mystical significance like silver or alchemical substances requires 3 points of Willpower. The ritual has limitations on what it can or cannot transform. Apply the highest value of the objects size (maximum 3), durability (maximum 3), or availability (maximum 3) as a penalty to alchemists dice pool.


        The Mask of Camazotz ●●●
        This elaborate 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
        Insight of Camazotz: By spending a point of Willpower and donning the Mask, the wearer gains access to several abilities. For as long as the mask is worn, the wearer can see ephemeral entities in Twilight. The mask also grants its wearer the sharp senses of a Bat, granting a +2 bonus to perception. Finally, the Mask whispers forbidden knowledge to its wearer, and grants a +2 equipment bonus to Occult rolls.
        The powers of the Mask may only be used from sunset to sunrise, and only after it has been filled with fresh human blood (at least 2 points of lethal damage worth, which the Mask absorbs almost instantly). Using Insight of Camazotz is a Breaking Point with a -2 penalty.


        Midnight Heart ●●
        This antique 35mm 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 talented up and coming actress Cassandra Silver (given name Anne Griswold) 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 the director’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(2) Availability: 4
        Powers
        The Immortal Reel: Both the film and its steel reel show only minimal degradation and are highly resistant to damage. Even if destroyed it regenerates a point of structure each night until fully restored. No attempt to copy or reproduce the film has ever been successful.
        If the Ghost of Cassandra Silver is removed through exorcism or other means then the film reel is destroyed automatically.
        Drawback
        Haunted: The film reel is haunted by the ghost of Cassandra Silver, the woman featured in the movie who was murdered during the production.
        During the filming the production of an earlier film, Cassandra began an affair with the director which continued on into the production of Midnight Heart. All of this was kept hidden by the studio, as the director was a married man and the scandal would have been disastrous. When she broke off the affair the director flew into a rage and murdered her. The situation was quickly covered up by Solomon Studios and a heavily bribed police force. As most of the people involved are long dead, it is unlikely the truth about Cassandra Silvers death will ever be known.
        Cassandra Silver
        She is still a stunning beauty, with blue eyes, porcelain skin, an hourglass figure and silver-blond hair. Although those she sought her revenge against are all dead, Cassandra lingers on.
        Rank 2[Ghost]; Power 5 Finesse 5, Resistance 4, Willpower 9, Essence 15
        Virtue Ambitious, Vice: Bitter
        Aspiration: Recapture her fame; torment those who watch the film.
        Influence: Anchor (Midnight Heart) 2
        Ban: Cannot manifest were a non-digital filming device is running Bane: Salt
        Manifestation: Fetter, Image, Twilight Form
        Numina: Blast, Hallucination, Rapture, Sign, Telekinesis


        The Moonlight Lullaby ●●●
        “The Moonlight Lullaby” is a handmade, exquisitely crafted music box that plays Beethoven’s “Moonlight Sonata” for 3 minutes. The box was crafted in 1901 by Fritz Rothstein, a watchmaker of exceptional talent who crafted the box as a way to calm the sleep of his daughter, who was frequently plagued by nightmares.


        Size: 2 Durability: 1(4) Availability: 3

        Powers
        To use the following abilities, the possessor must purchase the Bonded Relic Merit.
        Restful Slumber: Those who keep the box by their bedside and listen to its music sleep soundly and restfully. Before falling asleep, the possessor may spend a point of Willpower to gain the music boxes protection. The Moonlight Lullaby suppresses any conditions that would prevent its possessor from having a restful sleep. In addition, any supernatural ability that would affect the possessor while they are sleeping suffers a -3 penalty. The possessor awakens with the Steadfast Condition. Finally, the protection granted by Moonlight Lullaby extends to any of the possessor’s offspring, wards, or grandchildren.


        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. Its quality is exquisite and has been part of several private collections over the years. Il Lutto grants its equipment bonus to Expression rolls when being played.


        Equipment Bonus: +3 Size: 2 Durability: 1(3) Availability: 5
        Powers
        Inspiring Performance: The possessor can channel the essence of Il Lutto into a stirring performance. Once per chapter, while playing Il Lutto, the possessor may spend a point of Willpower to use the Inspiring Merit until the end of the scene.
        Drawback
        Virtuoso’s Madness: The Mourning Violin has a long association with artists that were eccentric, troubled, or outright insane. Using Inspiring Performance gives the possessor the Madness Condition, which fades after a day.


        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”. The box also plays the melody for “ring around the rosy” when its crank is turned.


        Size: 2 Durability: 1(3) Availability: 3
        Powers
        Indestructible: Mr. Punch is immune to fire and greatly resistant to damage, regenerating a point of Structure every night even if it's been destroyed previously. Removing the sprit “Mr. Punch” through exorcism or other means destroys the relic automatically.
        Resonance: The Jack-In-the-Box creates a Resonant Condition for Humor and Violence.
        Drawback
        Possessed: The jack in the box is possessed by a violent, dangerous spirit known as “Mr. Punch”
        Mr. Punch
        When manifested, Mr. Punch appears as an anthropomorphized version of the doll in the box; a grotesque, towering hunchback with beady eyes, a hooked nose, jutting chin and dressed in a red and yellow fool’s motley. He carries a well-worn wooden club and speaks in a high pitched, distorted voice.
        Rank 2[Spirit]; Power 6, Finesse 4, Resistance 4, Willpower 10 Essence 15
        Influence: Laughter 1, Violence 1
        Ban: Cannot harm a person that makes him laugh Bane: Prop Weapons
        Manifestation: Fetter, Possess, Twilight Form
        Numina: Emotional Aura (Laughter), Implant Mission, Innocuous, Regenerate, Telekinesis


        N -

        The Nameless Design ●●●
        It is believed that Phillip LeMarchand (a French architect, artisan, designer, and possibly mass-murderer) constructed more than 270 of his puzzle boxes before he vanished. The rumors surrounding the devices suggest that they can provide “the ultimate experience” once solved. Details about what that “experience” might be are vague. This particular puzzle “The Nameless Design” is known for its elegant design and is crafted of ash wood and silver.


        Size: 1 Durability: 2(5) Availability: 5
        Powers
        Indestructible: The Nameless Design is more resilient than ordinary items crafted of wood and metal., and regenerates a point of Structure every night even if it's been destroyed previously. Permanently destroying the Angel of Ash and Silver will permanently destroy the Nameless Design.
        Puzzle Box: The Nameless Design is a puzzle box that can be solved with an extended Intelligence + Investigation roll that takes 10 minutes per roll and requires 10 successes, which opens the box and plays a pleasant melody. Spending Willpower on any of the rolls opens the box in different form that summons an enigmatic spirit called “the Angel of Ash and Silver”
        Drawback
        Coveted: The Nameless Design has the Coveted Condition.
        Maddening Enigma: The Nameless Design warps mind; the possessor of the puzzle box gains the Madness and Obsession (Solving the Puzzle) Conditions for as long as they retain possession of Nameless Design.
        The Angel of Ash and Silver
        The angel of Ash and Silver takes the form of a towering androgynous human with ash-white flesh, dark hair, and silvery feathered wings that are razor sharp and appear splattered with blood. It bares silvery, luminescent glyphs on its skin, a simple wrap of white cloth around its lower body, and a cloth band around its eyes.
        Rank 3[Angel]; Power 9 Finesse 8, Resistance 8, Willpower 10, Essence 20
        Virtue Exacting, Vice: Curious
        Mission: Collect Sensory Experiences
        Influence: Senses 3
        Ban: When summoned, must perform a single, clearly stated, task for the possessor of the Puzzle Box.
        Bane: Weapons made of both ash-wood and silver.
        Manifestation: Materialize, Discorporate, Shadow Gateway, Twilight Form
        Numina: Blast (Searing Light), Dement, Hallucination, Pathfinder, Rapture, Regenerate, Speed


        The Necronomicon ●●●●
        A Latin translation of Abdul Alhazred’s infamous text, the book is loaded with cryptic references to slumbering eldritch deities and titanic horrors. This particular edition is a bound manuscript written in 1792 and is in excellent condition. The Necronomicon grants its equipment bonus to rolls involving entities and phenomena considered “Reality Blasphemies”.


        Equipment Bonus: +4 Size: 1 Durability: 1(5) Availability: 5
        Powers
        The Necronomicon contains the following rituals, which can be performed by anyone with at least 4 dots of Occult. Performing these rituals is a Breaking Point with a -2 penalty.
        Call of the Old Ones: This ritual summons dark, alien spirits from an unknown realm. The book details a variety of such spirits ranging in power from rank 1 to rank 6.The ritual must be performed in a location resonate to death, darkness, insanity or occultism. The ritualist spends 1 point of Willpower and makes an extended Presence + Occult roll with a penalty equal to the targeted spirits rank. Each roll requires 30 minutes of chanting, meditation, and sacrifices to the beseeched entity; the number of successes required is the entities rank x 5. If successful, the entity will appear in twilight before the ritualist. While in the ritualist’s presence, the entity gains the Materialize Manifestation, even if they normally do not have it. The Necronomicon itself becomes an additional Bane for any entity that was summoned using Call Entity.
        Elder Sign: This ritual can send a manifested entity back to its corresponding realm (the Shadow for Spirits, the Underworld for Ghosts, etc.).
        This ritual is more general, and is equally effective on any type of ephemeral being. The ritualist spends points of willpower equal to the Rank of the Targeted entity and makes an extended Presence + Occult roll. Each roll requires 1 turn of focusing and reciting the banishing incantation; the number of successes needed is equal to the entities Power +Resilience. If successful, the entity is forced to Discorporate. The ritual does not restrict the entities behavior, and it may resist the attempts to banish it in whatever way it chooses.
        Drawback
        Coveted: The Necronomicon has the Coveted Condition.
        Not Meant to Know: The Necronomicon has a reputation for being cursed and that ruin comes to all who would try to learn its secrets.
        The possessor of the Necronomicon gained the Danger Magnet, and Obsession (Necronomicon), for as long as the Necronomicon remains in their possession.


        O -

        The Oblong Box ●●●●
        The Oblong Box is a well-crafted but seemingly unremarkable antique wooden casket, made of unstained pine with brass finishing’s and black velvet inner lining. Closer inspection will reveal traces of dirt in the creases and seams. Legend has it that the Casket was created sometimes in the early1900’s by a cult that believed that life was merely an distraction compared to the mystery and wonder of death, and they used the casket as a vehicle until one night they all entered the Underworld and never returned. Since then the Casket has traveled through the hands of occultists (mostly charlatans but a few who were actually gifted). The box was last seen as an attraction at a low-rent travelling carnival and sideshow.



        Size: 6 Durability: 2(6) Availability: 2(4)
        Powers
        Death’s Gate: The Casket serves as a gate to the underworld. In order to open the gate, the possessor must touch the Casket while carrying two handfuls worth of grave dirt upon their person; they may then spend a point of Willpower and make a Resolve + Occult roll. If successful, the inside of the Casket gains the Open and Underworld Gate Condition until sunrise. On an exceptional success the possessor gains a +2 equipment bonus to resist the Influence and Numina of Ghosts or similar entities. Once opened, persons and entities from both sides can travel freely for as long as the Underworld Gate Condition persists. Anyone that travels into the Underworld through the Oblong Box must return before sunrise, or risk being trapped in the Underworld (and having to find a different way out). Using Death’s Gate is a Breaking Point with a -2 penalty.
        Resonance: The Oblong Box carries the Resonant (Death) Condition.
        Drawback
        Conditional: The power of Death’s Gate can only be activated on nights of the New Moon; it remains dormant at all other times. In addition, the possessor must have at least 3 dots of Occult; the Oblong Box does not respond to dabblers. Lastly, Death’s Gate can only be activated from the physical world; all attempts to activate Death’s Gate while in the Underworld fail.


        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. O’Grady’s Gloves grants its equipment bonus to Brawl or Athletics rolls involving boxing.


        Equipment Bonus: +2 Size: 1 Durability: 1(4) Availability: 3
        Powers
        O’Grady’s Prowess: By spending a point of Willpower, The gloves grant its wearer a +1 bonus to Defense, a +2 bonus to Initiative and 9-again on unarmed attacks until the end of the scene.
        Drawback
        O’Grady’s Pact: The power of the gloves draws upon the soul of its possessor. Each time O’Grady’s Prowess is used, the wearer gains the Soulless Condition. The wearer sheds this condition if they do not use O’Grady’s Prowess for [10 – Integrity] days.


        Old Satan ●●●
        Old Satan is an Electric Chair used to execute 99 prisoners at the Merle County Penitentiary in Merle, Georgia between the years of 1932 and 1955.
        The Chair was responsible for a large number of horrifically botched executions before being retired and still retains a faint odor of scorched wood and seared flesh. The Chair was last seen on display as a morbid curiosity in a San Francisco crime museum.


        Size: 4 Durability: 2(5) Availability: 3
        Powers
        Ride the Lightning: The possessor of Old Satan can absorb its power for a brief time. The possessor sits in the chair, spends point of Willpower and makes a Resolve + Composure roll. If successful, the possessor gains access to the 5 dot version of Psychokinesis (Electricity) Merit. This lasts until the following sunrise. An exceptional success reduces the Electricity damage inflicted by Sacrifice to Minor (4B).
        Drawback
        Ghost of the Condemned: Using Ride the Lightning gives the possessor the Open Condition for Ghosts, particularly those that died by execution. Ghosts slain by execution gain a +1 equipment bonus to use Influences and Numina against the possessor. The Ghosts of anyone executed with Old Satan gain a +3 equipment bonus. This condition ends at sunrise.
        Sacrifice: Using Ride the Lighting sends currents of phantom electricity through the possessor, dealing 1 turn of Severe Electricity damage (8B).


        The Onyx Ring●●
        This ring is a heavy silver ring set with a large black onyx. It had once belonged to a man named Thomas R. Stone, a notoriously ill-tempered and violent gangland enforcer in Chicago during the late 1970’s. While there is no proof, it is suspected that Thomas Stone was murdered by one of his numerous enemies and his ring taken as a trophy, later pawned, and has been in circulation ever since.


        Size: 0 Durability: 2(4) Availability: 2
        Powers
        Stone Fists: While wearing The Onyx Ring, the wearer’s unarmed attacks gain a +1 weapon bonus. By spending a point of willpower, the wearer’s unarmed attacks gain the 9-again quality until the end of the scene. Damage dealt while using Stone Fists is considered supernatural damage.
        Drawback
        Irremovable: Once the wearer places the ring on his hand, it cannot be easily removed. The wearer may spend a point of Willpower and make a Resolve + Composure roll with a penalty equal to [10-Integrity]; success allows the ring to slip off. Severing the digit also removes the ring.
        Mean as Hell: While wearing the Ring, the wearer becomes infected with Thomas Stone’s nasty disposition and gains the Sadistic Condition for as long as the ring is worn.


        The Oracle Skull ●●
        This strange item is a human skull, lacquered green and covered with intricate engravings and inlaid with precious metals. The item was recovered from burial site in Guangxi Province China. The Skull dates back to the Ming Dynasty and is estimated to be over 400 years old. Legends say it was fashioned from the remains of a Buddhist monk named Shào Wu Lei, a man renowned for his oracular ability. The item was stolen from a transport bound for a museum in Beijing in 2002.


        Size: 1 Durability: 2(5) Availability: 4
        Oracle: The Skull whispers remarkable insight about the past present and future into the mind of its possessor. Once per chapter, the possessor may choose a subject of inquiry, spend a point of Willpower and make an Intelligence + Occult roll. If successful, the possessor gains the Informed Condition concerning the subject of the inquiry. On an exceptional success, the possessor also gains the Déjà Vu Condition. However, on a dramatic failure the possessor gains the Cursed Condition, pertaining to the subject of the Inquiry. Using Oracle is a Breaking Point with a -1 penalty.
        Drawback
        Appeasement: The Skull must be properly appeased or it will not grant its blessing. Each day at sunrise, the possessor must make a successful Meditation roll while sitting in lotus position before the skull. The skull itself must be must be kept in a shrine or other place of prominence, and surrounded by lit incense. Failure to perform this ritual imposes a – 4 penalty to attempts to use Oracle that lasts until the Skull is properly appeased. The appeasement ritual is always part of the insight granted the first time the possessor uses Oracle.
        Language Barrier: While the Skull can understand the possessor’s desires perfectly, the words it whispers into a possessor’s mind are always in Cantonese. Unless the possessor has the Language (Cantonese) Merit they do not gain the Informed or Déjà Vu Conditions from a successful activation of Oracle.


        P -

        The Pages of Sin ●●
        Printed in 1788, this English text is a detailed collection of lore, advocating the use of Vice and Sin as tools of spiritual empowerment, and referenced numerous entities related to such concepts. The book had a small print run, less than 100 are thought to remain. The Pages of Sin grants its equipment bonus to investigation and research rolls involving criminal psychology or left-handed occultism.


        Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 3
        Sinners Contemplation: Once per chapter, after reading the Pages of Sin for at least an hour, and making a successful Meditation roll, the possessor may spend one point of willpower to gain a +2 equipment bonus to their next Breaking Point roll for acting in accordance with his Vice. This bonus lapses once it used or the possessor sleeps. This is in addition to the other benefits of Meditation.
        Drawback
        Embrace Vice: Using Sinners Contemplation gives the possessor the Malefactor Condition. This Condition resolves once the bonus from Sinners Contemplation lapses.


        The Pale Horse ●●
        The “Pale Horse” is a 1950 Indian Chief Black Hawk motorcycle, cream-white with chrome trim and kept in great condition with minimal signs of wear and tear. The Bike has had several performance enhancing modifications that increase its handling and speed. The Bike has had numerous owners over the year, and a disturbingly large number of them perished in fatal accidents while riding the Pale Horse, always in a way that left the rider dead and the bike intact with minor damage. The Bike was last seen being purchased at a police auction.


        Dice Modifier: +1 Size: 7 Durability: 2(4) Speed: 110; High Acceleration Availability: 3
        Powers
        Indestructible: The vehicle also runs like she came off the assembly line yesterday with minimal maintenance and is exceptionally resistant to damage. Even if reduced to scrap metal the vehicle regenerates a point of structure each night until fully restored.
        Drawback
        Spite: The Pale Horse has a streak of malevolence; if the rider fails a Drive roll while riding The Pale Horse that failure becomes a dramatic failure. The rider may spend a Willpower point to cancel this effect when triggered.


        The Peacemaker ●●●●●
        The “Peacemaker” is a Colt Single Action Army revolver, manufactured in 1874. The revolver is constructed of dark steel with a rich mahogany grip and features intricate engraving. The weapon once belonged to a notorious bounty hunter in the old west and has passed through the hands of numerous collectors in subsequent years. It remains in pristine working condition.


        Damage: +2 Initiative: -2 Size: 1 Strength: 3 Durability: 3(8) Capacity: 6 Range: 35/70/140 Availability: 5
        Powers
        Devil Slayer: The Peacemaker has the power to slay supernatural beings. The wielder may spend 2 points of Willpower to treat the next attack made with Peacemaker against a supernatural creature as if it were that creatures Bane (even if the creature does not normally have a Bane). If a supernatural being is wielding Peacemaker and uses Devil Slayer they are injured as if they were touching their Bane. Against mortal targets the weapon deals normal damage. Being affected by Devil Slayer includes;
        • Creatures that do have an Integrity trait (either by using an alternate system or by not having the trait at all)
        • Ephemeral Entities
        • Creatures with any stage of the Soulless Condition, even if otherwise mortal.
        Indestructible: The Peacemaker is protected from upon high. Despite its age it operates perfectly with only cursory maintenance. It is has durability far in excess of an ordinary revolver and even if it is reduced to scrap it will regenerates a point of Structure every morning until it is fully restored.
        Sacred 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 rounds must use a specific gunpowder mixture, the casing must be silver, and each round must be individually blessed. The weapon currently contains 3 rounds. Creating new ammunition requires the Consecrate Weapon Merit (Hurt Locker) or equivalent relic creating capabilities (with each bullet counting as a separate relic).


        Permutations of Alchemy (and other Treatise)
        Originally printed in 1850, this is a collection of essays and observation on the topic of alchemy. It is considered a must own for any aspiring alchemist or occultist. 10 printings were produced (latest 1986). Permutations of Alchemy grants its equipment bonus to research rolls involving Alchemy, Greek Philosophy and Chemistry.


        Equipment Bonus: +1 Size: 1 Durability: 1(2) Availability: 2(3 for 1st – 3rd printings)
        Fundamental Alchemy: Once per chapter, after reading the text for at least one hour, the possessor may spend one point of willpower to gain the Informed (Alchemy) Condition.


        The Phantom Gun●●●
        This pistol is a gunmetal grey snub nosed .38 revolver of unknown make. The serial numbers and other identifying marks have been meticulously sanded off, and the weapon shows signs of heavy use. The Phantom Gun was used extensively as a “library gun”; shared among gang members and used for many crimes to obscure its forensic trial. Those who know of this particular weapon estimate it has been used in conjunction with well over 100 felonies. The weapon has been confiscated by the authorities on numerous occasions, but always seems to disappear from the evidence locker in short order.


        Damage: +1 Initiative: 0 Size: 1 Durability: 3(6) Capacity: 6 Range: 20/40/80 Availability: 2
        Powers
        Criminal Minded: The Phantom Gun has been used by dozens of criminals since its creation, and retains traces of their skills. By spending one point of Willpower, the wielder gains the 9-again quality on Larceny and Streetwise rolls until the end of scene.
        Untraceable: The Phantom Gun is difficult to track; it retains no fingerprints (ballistic or otherwise) and any roll to investigate it or to tie its wielder to a crime suffers the Incomplete Clue tag unless it achieves exceptional success.
        Drawback
        Criminal Reputation: If the Phantom Gun is not discarded within 24 hours of committing a crime, the wielder draws the attention of the authorities. The wielder’s very presence raises suspicion even if there is no proof of wrongdoing. The wielder gains the Notoriety (Law Enforcement) Condition, which must be resolved normally even if the pistol leaves their possession.
        Pangs of Conscience: The wielder gains the Guilty Condition whenever they use Criminal Minded.
        Troublemaker: The Phantom Gun has the Troublemaker Condition.


        The Pilgrims Flask ●●
        The Pilgrims flask is an antique flask made of tarnished silver, its sides engraved with prayers written in Arabic. The flask is roughly 100 years old and still in excellent condition. The water poured from the flask is considered holy water for ritual purposes. The Pilgrim’s Flask grants its equipment bonus to Abjuration, Exorcism and Warding rolls against Ghosts, Demons and similar entities.


        Equipment Bonus: +2 Size: 1 Durability: 2(4) Availability: 3
        Powers
        Burning Purity:
        Water stored within the flask can be empowered to injure impure creatures. The possessor of may spend 1 point of Willpower and make a Dexterity + Athletics or Weaponry to splash the target with water from the flask, which is treated as a +1 weapon with armor piercing 1 against ghosts, mummies, vampires, zombies or similar creatures. The flask contains enough water for 3 such attacks before it must be refilled.
        Refreshing: Drinking water from the flask is exceptionally refreshing, and grants its equipment bonus to Survival rolls to prevent Deprivation.


        The Prisoner’s Burden ●●●●
        The Prisoner’s Burden is a ball and chain style leg restraint. The ball is a high grade sphere of iron that weighs approximately 20lbs, and is affixed to a 3ft long length of chain with a sturdy shackle at the end. The ball has a stamp that reads “Merle County, GA. 1922”. The iron has a light layer of rust but is in otherwise good condition.


        Damage: +3 (9-Again, Two-Handed) Initiative: -5 Strength: 4 Size: 3 Durability: 3(7) Availability: 4
        Powers
        Damage dealt by the Prisoner’s Burden is considered supernatural damage.
        Chained Might: The Prisoner’s Burden channels the anger, frustration, and pain of the convicts who worked the chain gangs while wearing this restraint. By spending 2 points of Willpower, the wielder gains a +3 bonus to Strength until the end of the scene. Each use of the Chained Might is a Breaking Point with a -2 penalty.
        Drawback
        Prisoners Fury: When using Chained Might, the wielder is overwhelmed by a blinding rage, and gains the Berserk Condition. The wielder also feels the tug of phantom chains binding his body and suffers the Leg Wrack Tilt until the end of the scene.
        Sacrifice: As an additional cost to activate Chained Might, the wielder must anoint the Prisoner’s Burden in at least 1 point of lethal damage worth of human blood.


        Q - R

        The Rag Doll ●●
        This stitched doll is stuffed with rags and is nearly 80 years old. It has red hair and wears a gingham dress. The stitching and material suggests the doll was hand made by a talented craftsman and its quality has made it a noteworthy item for collectors.


        Size: 2 Durability: 0(2) Availability: 3
        Powers
        Indestructible: The Doll is immune to fire and greatly resistant to other forms of damage, and regenerates a point of Structure every night even if it's been destroyed previously. However, if the “Sorrow of Youth” is removed through exorcism or other means then the relic is destroyed automatically.
        Malus Loci: The Rag Dolls creates a Resonant Condition for Corruption.
        Drawback
        Possessed: The Rag Doll is the vessel for a demonic presence known as “The Sorrow of Youth”.
        The Sorrow of Youth
        In its true form, the Sorrow of Youth looks similar to the doll it inhabits, except that its cloth is dyed skin, its yarn is woven hair, and its buttons are polished bone.
        Rank 2[Demon]; Power 4 Finesse 6, Resistance 4, Willpower 8, Essence 15
        Virtue Playful, Vice: Spite
        Malpraxis: Corrupt Innocence
        Influence: Corruption 2
        Ban: Can only use its influence on children under 12 or sufficiently child-like teens or adults.
        Bane: Scissors made of Silver
        Manifestation: Fetter, Possess, Twilight Form
        Numina: Awe, Drain, Implant Mission, Innocuous, Telekinesis


        The Reverend’s Glove ●●●
        This single brown leather glove once belonged to Rev. William A. Cotton, a Pentecostal minister and reputed faith healer active in the late twenties and early thirties until his untimely death in 1933.It is monogrammed with the letters “W.C”. The glove has become something of a legend in revivalist circles, and many would pay handsomely to obtain it.


        Size: 0 Durability: 0(3) Availability: 4
        Powers
        Faith Healing: By wearing the Glove and spending a point of Willpower, the possessor gains use of the Laying on Hands Merit until the end of the scene.
        Drawback
        Zealotry: The Glove carries the zeal of Reverend Cotton and the desperation of those looking to be healed. Each time Faith Healing is used, the possessor gains the Madness Condition. The possessor sheds this condition if they do not use Faith Healing for [10 – Integrity] days.


        Rothesay’s Finest ●●
        Rothesay’s Finest is a single malt scotch from the Mac An Baird family distillery. The distillery burned to the ground in 1934, leaving behind only a small batch of the Finest. It is rumored that only 12 bottles and one full cask of the scotch remain. The scotch is considered to be of exceptional quality by connoisseurs, with a peaty, smoky character.


        Size: 1(Bottle) Durability: 1(3) (Bottle) Availability: 4
        Powers
        The Finest allows the possessor to perform a ritual where they confront their darkest nature, which can be performed by anyone with at least 3 dots of Resolve.
        Whisky with the Devil: By pouring two drinks at midnight and drinking from one of the glasses, the possessor summons a doppelgänger who drinks from the other glass. The doppelgänger embodies the possessors Vice and worst character traits, and knows everything the possessor does. For one hour, the two may interact as they see fit (verbal debate, physical confrontation, or simply drinking in silence). Regardless of how the confrontation goes, it triggers a Breaking Point for the possessor. If successful, the possessor gains the Inspired Condition and a +2 bonus to their next Breaking Point roll. If the Breaking Point roll fails, they gain the Malefactor Condition as their mind is taken over by the doppelganger’s dark impulses. This condition sheds after [10-Integrity] days.
        Last edited by Reighnhell; 03-23-2017, 01:19 AM. Reason: Formatting Update


        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
          S -

          Sacred Dualities
          Written in 1961by the Shinto priest Takada Mikado; “Ommyounori Sei Naru” details proper etiquette for daily interactions with spirits. The book enjoyed a respectable run, but is currently out of print. Sacred Dualities grants its equipment bonus to rolls involving Meditation, Warding or Shinto Animism.


          Equipment Bonus: +1 Size: 1 Durability: 1(2) Availability: 2
          Appease the Kami: Sacred Dualities contain respectable number of small rituals that if performed regularly, keep the ritualists living peaceful and harmonious. The ritualist spends a point of Willpower and performs an extended Intelligence + Occult action with target successes of 5, and an interval of 5 minutes. This ritual can only performed in a space where the ritualist feels “at Home”. If successful, the ritualist establishes a Resonant Condition that matches their Virtue. This condition lasts until the next sunrise.


          The Scarab of Ra ●●
          The Scarab of Ra is an amulet of gold sculpted into the shape of a scarab and featuring a single large ruby mounted on the carapace. The amulet is an antique of unknown age but has a distinctly Egyptian style.


          Size: 0 Durability: 2(4) Availability: 4
          Powers
          Will of Ra: The amulet is a vessel for will of its possessor. Any time the possessor would regain willpower, they can transfer any number of those points into the amulet, which can store a maximum of 5 points. The possessor may extract willpower from the amulet or their personal pool as they see fit. No more points of willpower than the possessors Resolve can be extracted within a scene.
          In addition, the possessor may reflexively spend a point of willpower and make a Wits + Occult or Survival roll to downgrade damage taken from fire or heat to bashing for 1 turn per success, or for the rest of the scene on an exceptional success. This effect does not work if the possessor is a creature that has Fire as a Bane.
          Drawback
          Dependency: The possessor of the amulet feels confident and strong while wearing it, but weak and uncertain without it, gaining the Deprived Condition if separated from the amulet for more than an hour.


          Scroll of the Demon Tamer ●●
          Written in the early 1600’s, this is an Arabic translation of an even older text. This tome details the occult observations of a mystic identified only as “Ibn Al Halum”. The book contains detailed lists of demonic entities and how to counter their influence. Only 8 copies are known to exist. The Scroll of the Demon Tamer grants its equipment bonus to investigation and research rolls involving Demons and similar evil entities.


          Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4
          Powers
          Demon Tamers Resolve: Once per chapter, after reading the Scroll for at least an hour, and making a successful Meditation roll, the possessor may spend one point of willpower to gain a +2 equipment bonus to their next Breaking Point roll for confronting the supernatural. This bonus lapses once it used or the possessor sleeps. This is in addition to the other benefits of Meditation.
          Righteous Blessing: Using Demon Tamers Resolve gives the possessor the Steadfast Condition.


          See No Evil ●●
          This strange item is taxidermied white-capped capuchin monkey. The Monkey has been positioned in a “see no evil” pose, with its hands covering its eyes. The taxidermy work is exceptional, and the animal retains an almost off-putting lifelike quality, even seeming to subtly move or shift. The Monkey was last seen as a decoration at a low-rent travelling carnival and sideshow.


          Size: 2 Durability: 1(3) Availability: 2
          Powers
          See No Evil: The Monkey encourages indulgent acts and wicked deeds. Once per chapter, as long as an individual is within 10 yards of the Monkey, all Breaking Points for indulging vice and committing acts of violence gain a +2 bonus (which offsets any of the normal penalties for such acts).
          Drawback
          Wickedness: If a Breaking Point roll fails while within 10 yards of the Monkey, the individual gain the Malefactor Condition. This condition lasts until resolved or sheds after [10-Integrity] days.


          The Seraphim Schemata
          The Seraphim Schemata are a detailed collection of Apocrypha concerning angelic beings answering to an enigmatic techno-deity. The volume was edited and annotated by Rabbi David Yadin and released in 1970. The book had one extremely small print run (500 copies) and has been out of print since. The material is written primarily in English, but has large sections in Hebrew and enough schematics and diagrams that a strong knowledge of mathematics and technology is required to truly make sense of it. While well written and well researched, the book was written off as paranoid delusional drivel and largely forgotten. The Seraphim Schemata grants its equipment bonus to investigation and research involving Computers, the God Machine, or Judaism.



          Equipment Bonus: +1 Size: 1 Durability: 1(2) Availability: 2
          See the Schemata: Once per chapter, after reading the text for at least an hour, the possessor may spend a willpower point and make an Intelligence + Computers or Occult roll. If successful they gain the Informed (God Machine) Condition. On an exceptional success the possessor gain a +1 bonus to their next Breaking Point.


          The Skeleton Key
          The Skeleton Key is an old fashioned iron key with an ivory fob at the top. The key is flecked with rust and the ivory fob is cracked, but otherwise the key is in good condition.


          Size: 0 Durability: 3(4) Availability: 2
          Powers
          Skeleton Key: The Key compels portals to open. Once per chapter, the possessor makes a Dexterity + Larceny roll with the 9-again quality. The roll suffers a penalty depending on the strength of the locking mechanism (from 0 for standard Deadbolts to -5 for high end electronic vault doors). If successful, the target locked door or portal unlocks unlocked from the inside.
          Drawback
          Paranoia: The possessor gains the Paranoid Condition for as long as they possess the Skeleton Key.


          The Silver Chalice ●●●
          This ornate silver chalice is decorated with masonic and hermetic symbols and tarnished with age. This item was crafted in the 1890’s for use in the rites of the Hermetic Order of the Golden Dawn.


          Size: 1 Durability: 2(5) Availability: 3
          Powers
          Wisdom of Thoth: The Chalice grants great insight into matters of the mystic, spiritual, or arcane. By spending two points of Willpower and drinking from the Silver chalice, the possessor gains a +2 bonus to Intelligence and 9-again on Occult rolls until the next sunrise. Each use of the Wisdom of Thoth is a Breaking Point with a -2 penalty.
          Drawback
          Addictive Power: After the first time the possessor uses Wisdom of Thoth, they gain the Deprived Condition if they do not use Wisdom of Thoth at least once every [Integrity] days.
          Sacrifice: As an additional cost to activate Wisdom of Thoth, the possessor must drink at least 1 point of lethal damage worth of human blood from the Chalice.


          The Skull Bowl ●●●
          This bowl is fashioned from the top of a human skull. The inside is stained dark brown from years of use. The origins of the bowl are unknown; the item turned up in an estate sale after its original owner (a wealthy eccentric with a taste for curios from around the world) passed on without leaving any heirs.


          Size: 1 Durability: 2(5) Availability: 3
          Powers
          Repast: Eating a meal from the bowl grants fortitude and fuels determination. By spending two points of Willpower and eating from the bowl, the possessor a +1 bonus to Stamina, a +1 bonus to Resolve, and the Steadfast condition until the next sunrise. Each use of the Repast is a Breaking Point with a -2 penalty.
          Drawback
          Addictive Power: After the first time the possessor uses Repast, they gain the Deprived Condition if they do not use Repast at least once least once every [Integrity] days.
          Sacrifice: As an additional cost to activate Repast, the meal the possessor eats must be comprised of at least 8 ounces of human flesh and blood.


          The Spectral Lantern ●●
          This lantern is of the type used by railroad workers in the 1930’s. It is dented and rusted from age and use, and but retains some of its original red paint. Despite its age, it still works when fueled with kerosene.


          Size: 2 Durability: 3(5) Availability: 2
          Powers
          Ghost’s Light: The Lantern reveals the presence of spirits of the dead. When hair taken from a human corpse is burned in the lantern, the possessor may spend a point of Willpower and make a Wits+ Occult roll. If successful, the light of the lantern shows the possessor (and only the possessor) any nearby ghost in twilight until the end of the scene. On an exceptional success the lantern reveals all types of nearby ephemeral beings.


          The Star of Israfel ●●●
          The Star of Israfel is a small brass charm bearing glyphs of healing and good fortune. While the vast majorities found are merely ornate tokens, some rare examples have sincere magical power.


          Size: 0 Durability: 2(5) Availability: 3
          Powers
          To use the following abilities, the possessor must purchase the Bonded Relic Merit.
          Blessing of Israfel: Once per chapter, when the wearer spends willpower to add dice to a roll, consider the roll an Exceptional Success on three successes, instead of five.
          Restorative Charm: The wearer may miraculously heal even grave injuries. The wearer may spend a point of Willpower to automatically heal 2 points of bashing damage, or 1 point of lethal damage in 15 minutes.


          The Stranglers Braid ●●●
          The Stranglers braid is a 2ft long length of expertly braided rope that appears to be woven from hemp fiber and human hair. The braid is thought to have once belonged to a serial murderer who terrorized the Great Lakes region in the 70’s and 80’s. Despite a significant amount evidence and detective work, the “Michigan Strangler” was never caught. The Braid applies it equipment bonus to attempts to grapple an opponent.


          Equipment Bonus: +2(Grapple) Damage: 0L Initiative: -1 Strength: 1 Size: 1 Durability: 1(4) Availability: 3
          Powers
          Stranglehold: By spending a point of Willpower, the wielder gains the Choke Hold merit until the end of the scene. Each use of the Stranglehold is a Breaking Point with a -2 penalty.
          Untouchable: The wielder of the braid gains the Untouchable Merit. In addition, the wielder may spend a Willpower point to add the Braids equipment bonus to Larceny or Stealth until the end of the scene.
          Drawback
          Violent Compulsion: The wielder of the braid is compelled to use it. The wielder suffers the Deprived Condition if they do not use the Braid to severely injure or kill another person every [Integrity] days.


          The Succubus Pin ●●●
          This antique hairpin has a stunning opal head and is of a design common in the 1960’s. The Pin once belonged to a woman named Rosemary Mara; a college student who dropped out and joined the counter-culture in 1970. She was nicknamed “The Succubus” for her raven-haired beauty and her amorous appetites. She disappeared from the commune she was part of in 1976 and was never found. Foul play was suspected, but never proven. The Pin was among her remaining belongings that were donated to charity.


          Size: 0 Durability: 2(5) Availability: 3
          Powers
          Seductive: The possessor of the Pin can compel the affection of others by spending 2 points of Willpower and making a Presence +Persuasion (- Composure + Supernatural Tolerance) roll. If successful the target gains the Swooned Condition until the following sunrise. The target must be able to see the Pin for this power to be used.
          Succubus Kiss: The Pin allows the possessor to drain life and energy from a target. By spending a point of Willpower, the possessor can drain 1 point of Willpower each turn that they participates in a passionate exchange with a character they have previously given the Swooned Condition. What constitutes a passionate exchange is left for the Storyteller to determine, but it must include physical contact of some kind. A victim drained entirely of Willpower this way gains the Exhausted Condition. Each use of the Succubus Kiss is a Breaking Point with a -2 penalty.
          Drawback
          Addictive Power: After the first time the possessor uses Succubus Kiss, they gain the Deprived Condition if they do not use Succubus Kiss at least once least once every [Integrity] days.
          Vanity: The possessor of the Pin gains the Obsession (Physical Appearance) condition for as long as they possess the pin.


          Sur la Moralité: Une Conversation avec le Marquis De Sade
          Written in 1782, this is a book of philosophical conversations with the infamous Marquis de Sade during his imprisonment at the Château de Vincennes; documented over several months. Rumor has it the book was written by Benjamin Franklin during his time in France as an ambassador. Sur la Moralite grants its equipment bonus to research rolls involving Age of Enlightenment Philosophy or the French Revolution.


          Equipment Bonus: +1 Size: 1 Durability: 1(2) Availability: 3
          Sur la Moralité: Once per chapter, after reading the text for at least one hour, the possessor may spend one point of willpower to gain the Informed (Philosophy) Condition.


          T -

          The Takahashi Sword ●●●
          The Takahashi sword is an exquisitely well preserved katana dating back to the Tokugawa period in the mid 1600’s. The weapon is thus named as it was the personal weapon of a court executioner named Takahashi Ren, who is thought to have executed over 100 men with this weapon.


          Damage: +3 Initiative: -3 Strength: 2 Size: 3 Durability: 4(7) Availability: 5
          Powers
          Damage dealt by the Takahashi Sword is considered supernatural damage.
          Samurai Executioner: The Takahashi Sword is exceptionally sharp, and seems almost eager to end lives. By spending 2 points of willpower, the wielder gains the Armor Piecing 3 quality for attacks made with the blade until the end of the scene.
          Resonance: The Takahashi Sword carries the Resonant (Death) Condition.
          Drawback
          Ire of the Dead: Supernatural powers or effects used by Ghosts or similar ephemeral creatures against the wielder of the Takahashi Sword gain a +2 equipment bonus.


          The Temple of the Sun ●●●
          Written by in 1897 by Father Javier Morales, “El Templo del Sol” details the occult practices of the Nahuatl (Aztec) culture. The Temple of the Sun grants its equipment bonus to research rolls involving Pre-Columbian Aztec rituals.


          Equipment Bonus: +3 Size: 1 Durability: 1(4) Availability: 3
          Powers
          The Temple of the Sun contains the following ritual, which can be performed by anyone with at least 3 dots of Occult.
          Wrath of Xolotl: This ritual curses the target with bad luck for specific type of action or activity (chosen by the ritualist).The ritualist spends 1 point of Willpower and makes an extended Manipulation + Occult (- the targets Composure + Supernatural Potency) roll. The ritual requires 5 successes and each roll requires 10 minutes of reciting the incantation. The ritualist must possess an item with a sympathetic connection to the target and use it to symbolically represent the action that is being cursed. If successful, the ritualist can give the target the Cursed Condition simply by touching them.
          The Cursed Condition lasts for [10-Targets Integrity] days. Performing this ritual is a Breaking Point with a -2 penalty.
          Drawback
          Once successfully performed, the ritualist must touch the target before the next sunrise, or they themselves gained the Cursed Condition.


          The Thirsty Razor ●●
          This is an elegant ivory handled straight razor, dating back to the late 18th century. The implement remains as nearly as pristine as the day it was made. It is rumored to have once belonged to Dr. H.H Holmes.


          Damage: +0 Initiative: 0 Strength: 1 Size: 1 Durability: 2(4) Availability: 3
          Powers
          Damage dealt by the Thirsty Razor is considered supernatural damage.
          Damnable Certainty: The wielder of the Blade gains a +1 bonus to Breaking Points from committing acts of violence with the Thirsty Razor (which offsets any of the normal penalties for such acts).
          Inspired Violence: Once per chapter, the wielder of the Razor may gain the Inspired Condition for using the blade for violent or cruel acts.
          Drawback
          Addictive Power: After the first time the wielder uses Inspired Violence, they gain the Deprived Condition if they do not deal at least 1 point of lethal damage with the Razor ever [Integrity] days.
          Corrupting: After the first time the wielder draws blood with the Razor, they suffer the Corrupted Condition for as long as they possess the item.


          The Thirteen Principles ●●●●
          “I Tredici Principi” is an Italian text that was printed in 1844 and is a well-known manual of mystic treatises and observations. The original print run was small, and copies have become difficult to obtain. The Thirteen Principles grants its equipment bonus to research rolls involving Ceremonial Magic.


          Equipment Bonus: +4 Size: 1 Durability: 1(5) Availability: 5
          Powers
          The Thirteen Principles contains the following rituals, which can be performed by anyone with at least 4 dots of Occult. Performing these rituals is a Breaking Point with a -2 penalty.
          Soul Sight: The ritualist spends 1 point of Willpower and makes an extended Intelligence + Occult roll. The ritual requires 5 successes and each roll requires 30 minutes of ritual meditation and purification. Once invoked, this ritual allows the caster to use the Aura Reading Merit. The use of this merit fades away at the next sunrise.
          Vital Mastery: The ritualist spends 1 point of Willpower and makes an extended Resolve + Occult roll. The ritual requires 5 successes and each roll requires 30 minutes intense incantation. Once invoked, the possessor gains superlative control over their biological functions. The ritualist gains the use of 3 dots of the Biokinesis Merit. The use of this merit fades away at the next sunrise.


          Tobin’s Spirit Guide (4th Edition) ●●
          Written by occultist and parapsychologist Portram Campbell Tobin and published in 1959, the 4th edition was the most complete version of the work. With 300 entries, the spirit guide gives detailed information about the strength, weaknesses and habits of many types of spiritual entities and crypto zoological creatures, including several write ups on specific beings. Tobin’s Spirit Guide grants its equipment bonus to research rolls involving Cryptids, Deities, or Ephemeral Entities.


          Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4
          Otherworldly Encyclopedia: Tobin’s Spirit Guide is a wealth of information about some of the stranger things walking the earth. Once per chapter, after reading the text for at least one hour, the possessor may spend one point of willpower to gain the 9-again quality on Occult rolls until the end of the scene.


          The Totenkopf ●●
          The Totenkopf is a “death heads” pendant of the style worn by Nazi SS Officers during World War II. This particular pendant was recovered from the soil of the Sobibor Extermination Camp in 1989.


          Size: 0 Durability: 2(4) Availability: 2
          Powers
          To use the following abilities, the possessor must purchase the Bonded Relic Merit.
          The Commandant: The pendant projects advice and direction into the wearers mind. The given advice is sound, rational, and ruthless. The wearer gains the Common Sense Merit and Language (German), and an Intimidate (Command) specialty for as long as they remain bonded to the relic.
          Vice Ridden: The bonded gains a second Vice (Cruelty) for as long as they remain bonded to the relic.
          Drawback
          Maddening: The pendant is a focus of concentrated malevolence, and unhinges the mind of those it bonds with. The wearer gains the Madness Condition for as long as they possess the Totenkopf.
          Malefactor: The Totenkopf brings out the worst in its wearer. The wearer gains the Malefactor Condition for as long as they possess the Totenkopf.


          The Trench Mask ●●●●
          The Trench Mask is a German gas mask employed during World War I. It is constructed of metal, glass, and leather and shows moderate deterioration due to its age. . Despite its degree of distress, the mask functions almost as well as more modern versions. The mask also grants a +2 bonus to Intimidate rolls while worn.


          Equipment Bonus: +4 Size: 2 Durability: 1(5) Availability: 4
          Mustard Gas: Once per chapter, by spending 2 points of willpower and making a Resolve + Composure roll, the wearer of the mask exhales a cloud of noxious mustard gas. Characters trapped in the cloud suffer the Poisoned (Grave) Tilt for as long as they remain in the area. In addition, all visual Perception rolls and ranged attacks are penalized by 1 die per ten feet of area between them and their target. The wearer of the Mask is unaffected by Mustard Gas and on an exceptional success gains the ability to disperse it at will, otherwise it remains until the end of the scene. Using Mustard Gas is a Breaking Point with a -2 penalty.


          Tuesday’s Mirror ●●
          This silver hand held vanity mirror dates back to the 1890’s. It is tarnished, and has a crack in the upper left corner, but is in otherwise good condition.


          Size: 1 Durability: 2(4) Availability: 3
          Powers
          Rejuvenation: The Mirror can restore youth. The possessor may spend a point of Willpower activate the relic. Each use reverses the aging process by 10 years (down to a minimum of the possessor’s physical prime, typically their late teens through mid-twenties). Additionally, using the mirror immediately converts any lethal damage the possessor has taken to bashing damage. This renewed youth lasts for one year and a day, after which point the possessors body ages 10 years within a day. Using Rejuvenation is a Breaking Point with a -1 penalty.
          Drawback
          Sacrifice: The possessor must kill a person between the ages of 16-26 and soak the mirror in their blood. The process absorbs the victim’s soul and uses it to restore vitality to the possessor.


          Turner’s Chainsaw ●●●
          This well used STIHL chainsaw once belonged to spree- killer Johnathan Turner. Johnathan Turner was a lumberjack working in a Canadian lumber camp in the early 1980’s. In 1983, for reasons still unknown, Turner went on a rampage, killing 8 men with the chainsaw before being shot to death.
          The chainsaw disappeared from an evidence locker in 1985. The chainsaw is in need of minor maintenance, but operates fine otherwise.


          Damage: 5L (9-again, two-handed) Initiative: -6 Strength: 4 Size: 3 Durability: 3(4) Availability: 3
          Powers
          Damage dealt by Turner’s Chainsaw is considered supernatural damage.
          Massacre: The chainsaw seems to be eager for bloodshed. By spending 2 points of willpower, the wielder gains the Armor Piecing 3 quality for attacks made with the chainsaw until the end of the scene.
          Drawback
          Blackout Rage: Once activated, the wielder suffers the Insane Tilt. Once the scene ends, the wielder suffers the Amnesia Condition regarding anything that happened while under the Insane Tilt.


          U - V

          Undying Love ●●●●
          This intricately designed woman’s engagement ring is made of gold with a modest diamond setting. The stone takes on a reddish hue when the light catches it. The exact origin of the ring remains unknown, but it has been connected to bizarre incidents going back to the mid-eighties.


          Size: 0 Durability: 2(6) Availability: 4
          Powers
          Bleak Resurrection: The Ring has the ability to raise the dead. While wearing the ring and touching the corpse, the wearer can spend 5 Willpower and make a Resolve + Composure roll (-1 penalty for each day the subject has been dead). If successful, the subject is returned to life and health (the body must be mostly intact, but post mortem procedures such as autopsy or embalming are completely healed). The ring only works on loved ones, such as significant others, parents, children, or close friends. The Ring is also ineffective on most supernatural beings (including creatures that do not use Integrity to track Breaking Points). The resurrected person gains the Resurrected and Soulless Condition. The Ring can only resurrect one person at a time. The Ring grants no control over the subject, and the wearer must use normal methods of persuasion. Using Bleak Resurrection is a Breaking Point with a -2 penalty. Removing the ring ends the Resurrected Condition.
          Indestructible: Undying Love is seemingly invulnerable, and is immune to all damage from mundane sources.
          Drawback
          Irremovable: Once the wearer uses Bleak Resurrection, the ring cannot be easily removed. No amount of force or lubricant can pull the ring free, only the destruction of the subject of Bleak Resurrection allows the Ring to be removed or by severing the digit that bears the ring.
          Troublemaker: Undying Love has the Troublemaker Condition.


          The Unnamable Text ●●●
          Also known as “Der Namenlose”, this German book has a particularly dark legacy. It was written in mid-1800s’ and was recovered from the site of a ritual murder. It contains several rites and rituals for calling forth entities of varying types. While the summoning rituals are well detailed, the rites for abjurations and exorcisms are notoriously vague. The Unnamable Text grants its equipment bonus to research rolls involving summoning spirits and demons.


          Equipment Bonus: +3 Size: 1 Durability: 1(4) Availability: 5
          Powers
          The Unnamable Text contains the following ritual, which can be performed by anyone with at least 2 dots of Occult.
          Der Fürst des Hungers: The being this ritual summons is called “The Prince of Hungers”, a spirit of excess tempered with the trappings of refinement.
          The ritual must be performed in a location resonate to the spirits nature, typically in the quite hours following a bacchanalian feast. The summoner spends 1 point of Willpower and makes an extended Presence + Occult roll. As part of the ritual, the ritualist must drink a potion comprised of rare herbs, blood and bone marrow. Each roll requires 30 minutes of chanting and offerings of meat and drink; and requires 15 successes. If successful, the target spirit will appear in twilight before the summoner. Once summoned, the entity will perform one task for the summoner. Performing this ritual is a Breaking Point with a -2 penalty.
          The Prince of Hungers
          When manifested, The Prince of Hungers is a corpulent 10ft tall giant, whose bald head is absent any features except for its oversized mouth with an impossible number of teeth. It always appears in clothing the summoner would consider “finery”, which could be anything from a fine suit to opulent robes, all cut to flatter his girth.
          Rank 3[Spirit]; Power 9, Finesse 6, Resistance 9, Willpower 10 Essence 20
          Influence: Gluttony 2, Wealth 1
          Ban: Must consume any edible item presented on a golden platter Bane: Azalea Blossoms
          Manifestation: Discorporate, Materialize, Possess, Twilight Form
          Numina: Awe, Blast (Shattering Roar), Drain, Mortal Mask, Rapture, Stalwart, Telekinesis


          The Veres Ouija ●●
          The Veres Ouija is a spirit or “Ouija” board that has been passed through the Veres family for the last 100 years. The Veres family traces their roots across Eastern Europe and claim blood ties to several Romani clans. The Board itself was first crafted and used by Cosmin Veres, an occultist and spiritualist of considerable talent. The board is oak, carefully stained and lacquered with its signs letters and symbols burned into the surface. The board was one of a number of Veres heirlooms seized to pay back taxes. The Board grants its equipment bonus any attempts to contact or communicate with Ghosts or similar entities.


          Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 2
          Talking Board: The Veres Ouija is a potent focus for communicating with the dead; by spending two points of Willpower and making a Wits + Occult roll, the Board gains the Anchor Condition until the end of the scene. During this time, attempts by ghosts or similar entities to use influences or numina against anyone touching the Board suffer a -2 penalty.


          W - XYZ

          The Wanton Dagger ●●
          The Wanton Dagger is a hand crafted ceremonial athame that is approximately 100 years old. The blade is straight and its black handle features an intricate carving of two lovers embracing.


          Damage: +1 Initiative: -1 Strength: 1 Size: 1 Durability: 3(5) Availability: 3
          Powers
          Damage dealt by the Wanton Dagger is considered supernatural damage.
          Dark Charisma: The Wanton Dagger grants its wielder a +2 equipment bonus to rolls involving Seduction.
          Unleash Desire: By clutching the dagger and focusing on a target they can see, the wielder of the Dagger may spend 2 points of Willpower and make a Presence +Expression (- Composure + Supernatural Tolerance) roll. If successful the target gains the Wanton Condition until the following sunrise. Using Unleash Desire is a Breaking Point with a -1 penalty.
          Drawback
          Infatuation: The wielder of the Dagger is subject to bouts of intense infatuation. When the wielder gives a target the Wanton Condition, the wielder gains the Swooned Condition for that target until the following sunrise.


          The Weeping Mask ●●
          The Weeping Mask is a Yoruba Tribal mask carved from mahogany. It depicts a face with an expression that conveys either great anger or great sadness. This mask was brought to America during the African Slave Trade. The mask has passed through several private collections over the years and was last seen adorning the wall at a museum in Chicago.


          Size: 2 Durability: 1(3) Availability: 3
          Powers
          Indestructible: The Mask is resistant to damage and, regenerates a point of Structure every night even if it's been destroyed previously. If the spirit “Bitter Effigy” is removed through exorcism or other means then the relic is destroyed automatically.
          Drawback
          Possessed: The Weeping Mask is the vessel for the Spirit called “Bitter Effigy”
          Bitter Effigy
          When manifested, Bitter Effigy appears as a humanoid figure wearing the Mask, whose body appears carved from mahogany. Hot tears drip from its dark eyes and quickly evaporate.
          Rank 2[Spirit]; Power 5, Finesse 4, Resistance 5, Willpower 10 Essence 15
          Influence: Weeping Mask 2
          Ban: Goes into hibernation when soaked in salt water Bane: Iron from manacles that have been used on slaves
          Manifestation: Fetter, Possess, Twilight Form
          Numina: Dement, Emotional Aura, Innocuous, Stalwart, Telekinesis


          The White Tarot ●●●
          The White Tarot (or Le Tarot Blanc) is a hand crafted tarot deck that was created in Paris, France during the 1890’s. Each of the 78 cards is elaborately and expertly hand-illustrated in black, red and gold ink, with a subtle diamond pattern in white and tan on the backing. The artwork is in the art nouveau style that was popular at time, while the tarot itself follows the Etteilla design. The White Tarot grants its equipment bonus to rolls involving divination or fortune telling.


          Equipment Bonus: +2 Size: 1 Durability: 1(4) Availability: 3
          Powers
          Indestructible: While somewhat more durable than ordinary paper, if the cards are damaged or destroyed they will recover a point of structure each night until perfectly restored.
          To use the following abilities, the possessor must purchase the Bonded Relic Merit.
          Foretell: Once per chapter, the possessor of the White Tarot may spend a point of Willpower and make a Wits +Occult roll to perform a reading. This reading has the same effect as the Omen Sensitivity Merit. On an exceptional success, the possessor also gains the Steadfast Condition.
          Soul Bound: The White Tarot is tied to its bonded possessor. If lost, discarded or stolen, it will always returns to its possessor whole and undamaged within [10-Integrity days].
          Drawback
          Migraine: Using Foretell gives its possessor a ferocious headache, imposing the Sick (moderate) Tilt for the rest of the scene.


          The Wishing Pen ●●●
          This Pen is a gold plated lever style fountain pen manufactured in 1938. It bears the inscription “May your Dreams be fulfilled” on the side. It writes smoothly and never seems to run out its reservoir of black ink. It grants it equipment bonus to rolls involving Writing.


          Equipment Bonus: +1 Size: 0 Durability: 2(5) Availability: 1
          Powers
          Fondest Desire: The Pen has the power to alter reality, fulfilling one of its possessor deepest desires. By spending 1 points of Willpower and making a Resolve + Expression roll, the possessor can write out a brief description of one of their desires. Within the space of a month that desire will be fulfilled. On an exceptional success, the desire will be fulfilled within the space of a week. The pen can grant the following wishes;
          • Causing someone to die. This power only works on beings that have Integrity and a Soul.
          • Fulfilling an Aspiration of the user.
          • Removing (or applying) any Condition or Tilt (or similar affliction not modeled by these mechanics)
          Drawback
          Coveted: The Wishing Pen has the Coveted Condition.
          Sacrifice: Before the Pen can grant its wish, it requires a blood sacrifice. As an additional cost to activate Fondest Desire, The possessor must kill another person using the Pen as a +0 weapon; doing so steals the victim’s soul and uses it to empower the pen. This is a Breaking Point with a -2 penalty. In addition, when the pen fulfills a wish, it removes one of its possessor’s aspirations utterly, decreasing the number of aspirations the possessor may have by 1.


          The Witch Phone ●●
          The Witch Phone is a recent model android smartphone, with a dark aluminum case and a slightly cracked but still functional screen. It seems unremarkable at first, but often performs inexplicable tasks, such as making calls where there is no signal or running long after the battery should have worn down, and occasionally behaving as if it had a mind of its own. In all other respects it functions as normal smartphone.


          Equipment Bonus: +2 Size: 1 Durability: 2(4) Availability: 2
          Powers
          Indestructible: The Phone is resistant to damage and, regenerates a point of Structure every night even if it's been destroyed previously. If the spirit “Bright Cursor” is removed through exorcism or other means then the relic is destroyed automatically.
          Drawback
          Possessed: The Witch Phone is the vessel for the Spirit called “Bright Cursor”
          Bright Cursor
          When manifested, Bright Cursor appears to be a blinking ball of light surrounded by a cloud of phantom text, images and sounds. The spirit is helpful, if somewhat alien and uses its influence to ensure optimum performance.
          Rank 2[Spirit]; Power 5, Finesse 6, Resistance 3, Willpower 8 Essence 15
          Influence: Communication Devices 2
          Ban: Goes into hibernation if covered in crushed glass Bane: Fulgurite/Petrified Lightning
          Manifestation: Fetter, Possess, Twilight Form
          Numina: Aggressive Meme, Blast (Electricity), Host Jump, Left Handed Spanner, Sign
          Last edited by Reighnhell; 03-23-2017, 01:35 AM.


          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
            A few new items

            The Grim Cuirass ●●●●
            The Grim Cuirass is a well preserved piece of armor dating back to Thirty Year’s War during the 16th century, and bears markings indicating it once belonged to a ranking officer in the army of the Holy Roman Empire. The metal of the cuirass in dark in color, and it shows signs of battle damage and repair, but remains in remarkable condition; even its worn leather straps remain strong and supple. The cuirass was donated to a museum in Hamburg in 1905 and has been on display multiple times since then. It was part of a cache of historic relics stolen from the museum in 1982. Its current whereabouts are unknown.
            Armor Rating: 2/2 Defense: -2 Speed: -2 Coverage: Torso Size: 3 Durability: 3 Availability: 4
            Powers
            To use the following abilities, the possessor must purchase the Bonded Relic Merit.
            Ward against Harm: While wearing the Cuirass, the wearer may spend 2 points of Willpower; until the end of the scene all damage dealt to the wearer from a non-supernatural source is downgraded to bashing damage.
            Drawback
            Grim Fate: The Cuirass is saturated with the essence of death and misfortune that soaks into the soul of the bonded wearer. The bonded wearer gains the Danger Magnet condition, but its effect is suppressed while they are wearing the Cuirass.


            Professor Comet’s Cryonic-Projector ●●●
            Professor Comet’s Cryo-Projector is an unusual weapon of unknown origin. It is an oversized pistol, chrome silver in color and stylized like a ray gun from a1950’s comic book. It is kept in a storage case that contains its recharging and programming apparatus. The briefcase also contains a detailed instruction manual, which addresses the reader as “The proud owner of a genuine Professor Comet Cryo-Projector” and is written in a sunny, optimistic tone. The manual also gives steps for repair and maintenance, but strictly advises against trying to replicate the device. At the back is an advertisement for additional Professor Comet products (such as the Thermo-Projector, the All-Terrain Exploration Suit, and the Quantum Collider).
            Damage: +2 (Armor Piercing 1) Initiative: -2 Size: 1 Durability: 3(6) Capacity: 8 Range: 30/60/120 Availability: 4
            Powers
            Cryo-Projector: The Cryo-Projector fires a focused beam on intense cold. This beam is invisible except for instantly condensing any ambient moisture in its path into snow. In addition to its damage, anyone stuck by the beam gains the Extreme Cold tilt as if they had suffered an hour of exposure. It can also be used to give a targeted area the Ice environmental tilt. The weapon has a lower setting which only deals bashing damage and does not inflict the Extreme Cold Tilt. Once its charges are expended the Cryo-Projector must be returned to its storage case for 24 hours in order to recharge.
            Security Features: The Cryo-Projector must be calibrated to its user while it recharges. This calibration makes use of the users fingerprints and makes so only a person with matching biometrics can use the weapon- it refuses to fire for anyone else. This process must be repeated each time the weapon recharges. In addition, design specifics of the device don’t conform to convention principles and truthfully it shouldn’t function at all. While the device can be disassembled and reassembled relatively easily, any attempt to replicate it creates a non-functional (or dangerously unstable) copy.
            Drawback
            Inaccurate: The weapon has a surprisingly strong kick and is difficult to aim correctly. Attacks made with the Cryonic Projector suffer a -1 penalty.
            Weird Science: The Cryo-Projector’s open defiance of conventional science is unsettling. Using the weapon is a Breaking Point with a -1 penalty.


            The Transmission Pod ●●●●
            The Transmission Pod is a strange device. Its materials, style, and components place its construction sometime in the mid-eighties. It is egg-shaped; made out rugged plastic, industrial aluminum, glass and steel, with cords cables, and wires wrapped around the outside. The pod has a glass door that can seal hermetically is just large enough to fit a large person. The inside is filled with a complicated keypad covered with letters, numbers, and obscure symbols. It was discovered in an abandoned storage facility several years ago and is currently sitting in the back of warehouse waiting to be auctioned.
            Size: 7 Durability: 3(7) Availability: 5
            Powers
            Matter Transmission: The Transmission Pod is capable of teleporting anyone or anything inside of it to a different location. The keypad requires destination coordinates to be entered, but it uses a system similar to GPS. Activation the pod requires the user to step into the Pod and seal the door, then spend a point of Willpower and make an Intelligence +Science roll to program in the proper coordinates. If successful, the user is sent to the designated location, arriving after a roughly 30 minute delay. On an exceptional success the delay is only 5 minutes. The device works best when the user is completely nude; wearing clothing or carrying additional items can impose further penalties. Attempting to use the device without proper coordinates reduces the activation roll to a chance die. Lastly, the device uses a mammoth amount of power and most residential or commercial electrical systems cannot provide the requisite energy.
            Drawback
            Perilous: The teleportation system is not perfect and has several limitations and drawbacks. As an additional cost to activate the device, the user takes (10-users Resolve +Stamina) dice of bashing damage and suffers the Stunned tilt. On a failed roll the user still pays the additional cost but is not sent to their destination. On a dramatic failure the user suffers lethal damage instead and can be transported to a random location.
            Also, the Transmission Pod can only transport a person to places that can receive a radio signal; it is unable to reach locations that are blocked, jammed, or too remote.



            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
              A few new items
              The Algernon Device ●●●
              This device of unknown origin is comprised of a headpiece that loops behind the cranium and attaches to the temples and is connected by a cable to rectangular device with glass panels that resembles a slightly over-large smart phone. When activated, a touchscreen keypad appears on one of the glass panels. The device was found in personal belongings of a missing college student.
              Size: 1 Durability: 1(4) Availability: 4

              Powers
              Neural Augmentation: When the headpiece is worn and the device is properly calibrated, it can dramatically increase the user’s mental functions for brief periods of time. By spending 2 points of Willpower and making an Intelligence +Science roll, the user gains a +2 bonus to Intelligence and +1 bonus to Wits until the end of the scene. On an exceptional success the user only takes a penalty of -1 for using Mental Skills untrained.
              Drawback
              Neural Strain: The Algernon Device alters the electrical properties of the brain, causing a number of dangerous side effects. When Neural Augmentation is activated, the user suffers 2 points of Lethal damage and gains the Sick (moderate) Tilt as they suffer minor aneurisms and mild seizures.

              Magick Crunch Cereal
              This unassuming box of cereal, illustrated with the image of a cartoon wizard in purple robes, is easily lost among the other colorful characters in the breakfast aisle. The cereal itself is made of sweetened ground corn puffs (colored in violet, yellow and red) with star-shaped marshmallows. The cereal is fortified with nutrients and uses no artificial colors or sweeteners. The cereal arrives in a package of 12 boxes, usually as part of a much larger shipment of other cereals, but there is never a record of it ever being ordered and it is typically another year before another shipment arrives. Each box contains 12 servings.
              Equipment Bonus: +1 Size: 2 Durability: 0(1) Availability: 2

              Powers
              Magickal Breakfast: Despite its sugary taste and festive colors, the cereal is remarkably healthy. So much so that anyone who eats at least one serving as their first meal of the day gains the cereals equipment bonus to Athletics rolls until the next time they sleep. This equipment bonus also applies to any use of a supernatural power. This includes Arcana, Gifts, Supernatural Merits and similar powers. Creatures that cannot derive sustenance from mundane food cannot gain the benefit of Magical Breakfast.
              Drawback
              Occult Vulnerability: Eating Magick Crunch makes one more receptive to other-worldly influences; for as long as that individual enjoys the bonus from Magical Breakfast, any supernatural power or effect used against them gains a +1 equipment bonus.



              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


              • #8
                Hey, Reighnhell, I have a challenge for you. Can you write a Relic in the form of a video game console that does NOT do any of the following:

                1) Mess with your mind, such as causing obsessions and hallucinations.
                2) Bring the video game's characters to life or draw you into their world.
                3) Put you in a life or death situation.

                The console does not have to be retro or Cursed. It doesn't have to outwardly resemble a console or use conventional hardware like cartridges and CDs.

                I eagerly await your reply.


                "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

                Comment


                • #9
                  hmmm.. That make it a challenge! My first instinct on a Relic Game system would likely include any of those effects.
                  When making relics, I try to capture the proper feel of the item, so I would keep many of the things that you would expect from a game system (it looks like a game system, and for the most part behaves like one). What I came up with isn't cursed so much as dangerous in the wrong hands. I also tried to leave room for plot hooks in the description,

                  Dominus Zero ●●●
                  The Dominus Zero is an independently developed prototype gaming system with VR capability that never saw release due to prohibitive cost and the untimely demise of its lead developer. In most ways, it functions as a gaming system with specs comparable to the Playstation or Xbox). The console has a sleek, ergonomic design with a matte black casing that is easily removed for tinkering and modification.
                  The system has a small selection of prototype games designed specifically for the Dominus Zero. The simple black disks have the name of the game neatly hand written on it in silver marker. Each of these games has a menu option for a "debug mode", which allows access to the games programming. Several of these games possess seemingly supernatural properties.
                  Size: 2 Durability: 1(4) Availability: 4

                  Powers
                  Brass Reign: This game is a FPS combat game with a post-apocalyptic/steampunk aesthetic. While playing the game in debug mode for at least one hour, the player may spend two points of Willpower to gain a +2 equipment bonus to Athletic and Firearms rolls until the next time they rest.
                  Overseer: This game uses the Virtual Reality peripheral that comes with the system. The player assumes the role of a telepath capable of taking control of the bodies and actions of the characters inhabiting the game world. When playing the game in "Debug Mode" and entering the name of an individual that they have made physical contact with within the last 24 hours, the user can experience that individuals senses. The player spends 2 points of Willpower and makes an Intelligence +Computers roll, minus the target's Composure. If successful, they will see, hear, feel, smell and taste everything their target experiences for 1 hour, after which the game will crash and cannot be re-started for at least another 24 hours. Targets lacking the Integrity trait or using an equivalent alternate are immune to this power.



                  Last edited by Reighnhell; 10-25-2016, 10:12 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


                  • #10
                    This is incredible! I would love to see it published!

                    Comment


                    • #11
                      Thanks! Posting a few more below -
                      The Effigy Poppet ●●●
                      The Effigy Poppet is a small doll, made of burlap and stuffed with cotton and straw. Its face is a crudely stitched skull with buttons for eyes. The doll is easily mistaken for a cheap tourist’s trinket, and was last seen resting on a shelf in a voodoo-themed tourist trap in New Orleans.
                      Size: 2 Durability: 0(3) Availability: 2

                      Powers
                      Effigy Curse: The possessor of the doll may affix an item belonging to the intended target to the Poppet, spend 2 points of Willpower, and make a Presence + Occult roll (resisted by the targets Composure). If successful, the Poppet establishes a connection to the target for a number of hours equal to the number of successes. Once established, the possessor may spend 2 points of Willpower and drive a pin into the doll, inflicting a Condition or Tilt. Each location causes a different effect and the target can only be subject to one such Condition or Tilt at a time; choosing a new effect immediately ends the previous effect.Any Conditions or Tilts inflicted by the Poppet end immediately once the duration of the connection lapses. Using Effigy Curse is a Breaking Point.

                      Arms or Legs: Causes Arm Wracked or Leg Wracked Tilt as appropriate to the pierced location.
                      Eye, Ear, or Mouth: Causes Blinded or Deafened Tilt, or the Mute Condition as appropriate to the pierced location.
                      Head: Causes Cursed Condition
                      Heart: Causes Swooned (Possessor of the Effigy) Condition
                      Stomach: Causes Sick Tilt

                      Sefer Shedim ●●●
                      Also known as “The Demon Book”, Sefer Shedim is a leather-bound text written entirely in Hebrew, and dates to 16th century Prague. Despite its ominous name, the book is an obsessively detailed manual of the ways, habits, and methodologies of demonic entities. Only 3 copies are known to exist. Sefer Shedim grants its equipment bonus to Abjuration and Warding rolls against Demons and similar evil entities.
                      Equipment Bonus: +3 Size: 1 Durability: 1(4) Availability: 5

                      Powers
                      Sefer Shedim contains the following ritual, which can be performed by anyone with at least 3 dots of Occult. Performing these rituals is a Breaking Point with a -1 penalty.
                      Magen neged Shedim: This ritual protects the ritualist against the influence of demonic entities (which includes but is not limited to; demons (unbound and lower depth) and spirits (associated with death, vices, and similar influences).The ritualist spends 1 point of Willpower and makes an extended Intelligence + Academics or Occult roll. The ritual requires 5 successes and each roll requires 30 minutes of meditation and incanting proper verses. Until the next sunrise, the ritualist is protected against the Numina, Influences, and Manifestations of spirits. Such attacks must succeed at a Clash of Wills to harm the subject (the ritualist gains a dice pool of Resolve +3 for this 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


                      • #12
                        A few new ones
                        Madwoman’s Cleaver ●●
                        The “Madwoman’s Cleaver” is an iron meat cleaver that dates back to Victorian England. It was used by a young woman from a prominent aristocratic household to murder her mother and several servants. It is only due to the family’s wealth and influence that she was sent to an asylum (where she spent the rest of her life) rather than to the gallows. The Clever is heavy, with a splintered wooden handle and is coated in rust. Despite its age and weathered condition, it remains razor sharp and can draw blood with even minor application of force.
                        Damage: +2 Initiative: -2 Strength: 2 Size: 1 Durability: 2(5) Special: 9-Again Availability: 2

                        Powers
                        Damage dealt by the Madwoman’s Cleaver is considered supernatural damage.
                        Cleaving Strike: Once per scene, the wielder of the Cleaver can apply one of the following Tilts when she damages her victim with an attack: Arm Wrack, Bleeding, Leg Wrack, or Knocked Down. This does not require a targeted attack.
                        Drawback
                        Maddening: The Cleaver radiates violence and insanity – once per scene, anyone with Integrity of 5 or less who is within arm’s reach of the Cleaver must make a Resolve + Composure roll to resist the creeping anxiety and paranoia, gaining the Insane Tilt if the rolls is failed. This tilt is resolved normally once gained.

                        The Samedi Spectacles ●●
                        The Samedi Spectacles are a pair of dark-rimmed, think lensed glasses, rumored to have once been worn by the Haitian despot François “Papa Doc” Duvalier. The right lens is noticeably darker than the left, but otherwise the glasses remain in good condition. Despite the thickness of the lenses, the user can see clearly through them (even if they normally wear a different prescription).
                        Size: 0 Durability: 1(3) Availability: 2

                        Powers
                        See The Dead: By spending a point of Willpower, taking a shot of rum, and donning the glasses, the user gains the ability to see and hear spirits of the dead lurking in Twilight. This functions as the Medium merit, but only applies to ghosts or other death-related ephemeral entities. The use of this merit ends when the spectacles are removed or at the next sunrise, whichever happens first.
                        Drawback
                        Wicked Hangover: In addition to any drawbacks from the Medium merit, the user gains the Sick (moderate) Tilt the next time they awaken from sleep, feeling as though they had been drinking to excess the previous evening. This tilt lasts until the next sunset.
                        Last edited by Reighnhell; 10-25-2016, 10:04 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


                        • #13
                          some new items
                          The Frayed Sweater ●●
                          This worn and faded wool sweater is knitted in bands of red and green and has begun the fray around the edges. It smells vaguely of smoke but always fits comfortably.
                          Equipment Bonus: +2 Size: 3 Durability: 0(2) Availability: 1

                          Powers
                          Dreamcapes: The Sweater has an odd connection to the realm of dreams; anyone wearing the sweater gains access to the Lucid Dreamer Merit. In addition, they may add the sweaters equipment bonus when engaging in any type of dream combat.
                          Drawback
                          Nightmares: The Sweater attracts the worst sort of attention. Any type of entity capable of entering or manipulating dreams gains a +1 equipment bonus to all rolls against the wearer.

                          The Young Witches Practical Manual ●●
                          This volume was originally printed in 1924, but was transcribed from the much older personal journals of a writer identified only a “TS”. The volume is filled with folklore and minor rituals consistent with many folk traditions common among European settlers to North America during the late 1600’s. The initial print run was limited and less than 100 copies are believed to still be in circulation.
                          The Young Witches Practical Manual grants its equipment bonus to investigation and research rolls involving Folk Magic and Witchcraft.
                          Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 3
                          The Craft: Once per chapter, after reading the text for at least an hour, the reader may spend a willpower point and make an Intelligence + Academics or Occult roll. If successful they gain the Informed (Witchcraft) Condition. On an exceptional success the possessor gain a +1 bonus to their next Breaking Point.
                          Occult Tutor: For as long as the Young Witches Practical Manual remains in the users possession, they gain a beat when they purchase one of the following merits; Automatic Writing, Eye for the Strange, Medium, Omen Sensitivity, Telekinesis, Unseen Sense (Witchcraft)




                          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
                            What do you think the Gun del Sol from Boktai would be like?

                            Comment


                            • #15
                              RE Gun del Sol

                              I am not familiar with "Boktai", but a quick internet search gives me the general idea of the weapon. When I design Relics, I start with a short idea, similar to the "Concept"part of character creation. So in this case it would be "A Gun that uses sunlight to hurt Vampires". From there I start thinking about the mechanics (as a guideline I use a hybrid of the rules from Reliquary and the endowment creation system from Hunter the Vigil.) This one is fairly strait forward - it deals damage to Vampires. For utility, I would extend this to the undead in general. I would allow it to deal damage to mortals and other creatures, but significantly less.

                              For the base mechanics I would use the stats for a heavy revolver as the framework and set its base dots equal to the weapons dots in Availability. From there, I think of the mechanical facets it should have. The light power of the weapon I would rule as "Fire" damage, and would be applied as such to creatures with fire as a bane. The weapon is light based, so I would also add an accuracy bonus. Against the Undead, I added the 9-Again effect to give the weapon a bit more power. I would also add a security feature that makes it difficult for the anyone other than the primary user to access. The weapon has a few intrinsic drawbacks, the primary being it needs to charge in the sun (A neat mechanic from Boktai that is very flavorful). The second being its limited usefulness against non-undead targets. I also added a breaking point drawback - this is tokeep the device more on-genre with the CofD - I don't think the typical persons Integrity would have a easier time dealing with "weird science" than it would with "weird any-thing-else".

                              The basic set up starts to look like this

                              Heavy Revolver ●●
                              + Fire Damage
                              + 9 again
                              + Accuracy (+2) ●●
                              + Limited User
                              - Specified Target ( Undead )
                              - Strange Cost (Sunlight) ●●
                              - Breaking Point

                              From there the elements can be added up. You also add the flavor and backstory at this part, since every good Device or Relic needs a history or at least a few good plot hooks. I try to make sure each relic has a nature that is Dark, Mysterious, or Strange, and feels like an appropriate fit for the genre and setting (even if the inspiration source was from a different genre entirely). the full write up is below.
                              Professor Comet’s Radiant Cannon ●●●
                              Professor Comet’s Radiant Cannon is a device that’s creation is attributed to the individual known only as “Professor Comet”. It is an oversized futuristic –looking pistol with distinctive glass focusing lenses and is plated with gold and brass. Each time it is fired there is a bright muzzle flash and loud report - making the weapon difficult to use stealthily. It is kept in a storage case that contains its recharging and programming apparatus. The storage case also contains a detailed instruction manual, which addresses the reader as “The proud owner of a genuine Professor Comet Radiant Cannon”. The manual also gives steps for repair and maintenance, but strictly advises against trying to replicate the device. The manual also gives information about “Necro –Organisms”, and how to use the Radiant Cannon to defeat them.
                              Damage: +2 (9-Again) Initiative: -2 Size: 1 Durability: 3(6) Capacity: 6 Range: 35/70/140 Availability: 4

                              Powers
                              Accurate: The Radiant Cannon gives its wielder a +2 equipment bonus to attacks made with the device.
                              Radiant Beam: The Radiant Cannon fires an intense beam of focused light that has a pronounced effect on creatures considered Undead (such as Mummies, Vampires, and Zombies). Against these creatures, the damage dealt by the Radiant Cannon is treated as if it were inflicted by Fire. The weapon can also be used against non-undead targets, but reduces its damage to +0 and loses 9-Again in such cases. Once its charges are expended the Radiant Cannon must be exposed to direct sunlight to recharge; each hour of exposure recovers 1 charge.
                              Calibration: Once per day, the Radiant Cannon must be re-calibrated. This process requires that the weapon be fully charged and docked in its carrying case. This calibration makes use of the users fingerprints and makes so only a person with matching biometrics can use the weapon- it refuses to fire for anyone else.

                              Drawback
                              Weird Science: The design specifics of the device don’t conform to conventional principles and truthfully it shouldn’t function at all. While the device can be disassembled and reassembled relatively easily, any attempt to replicate it creates a non-functional (or dangerously unstable) copy. This strange science is unsettling to those that interact with it; using the weapon is a Breaking Point with a -1 penalty.
                              Last edited by Reighnhell; 11-06-2016, 09:34 AM.


                              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

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