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  • GibberingEloquence
    replied
    Reighnhell What exactly is your methodology when balancing the effects of Relics? Do you have a chart or table you reference to compare numbers of advantages/disadvantages and ideally reach a zero sum? Or do you eyeball it for the most part?

    I also had a weird idea regarding Relics created through technological means. Consider the Investigation System. The Clues have Elements, which can be turned into bonus dice. What if you used these bonus dice on a Crafting Equipment roll to compensate for penalties? Each -1 represents a distinct effect or property, right? Such advantages would determine the initial dot rating of the pseudo-Relic, which can then be adjusted through drawbacks.

    The big difference is that these pseudo-Relics obey known principles of reality (even if involving the Occult Skill), so they could be reliably manufactured on a larger scale by anyone who had access to the precise combination of Clue Elements you did, which represents the overall Research & Development that went into the technology. I am aware that this isn't really necessary for most Chronicles, but I believe it would be excellent for one with a cyberpunk style or similar.

    I am asking all of this because I am strongly considering STing an Awakening Chronicle with a mad science/pulp magazine style. I was gonna use my 2ed version of Genius for this, but then I realized that Creative Thaumaturgy is much more versatile than anything I could write on my own. Therefore, the focus of my hypothetical Chronicle is on Mages who use magic to expand the possibilities of science and create the World Of Tomorrow in defiance of the Exarchs. If you could give me some benchmarks for how to balance Relics, I would be most grateful. I am especially curious about how to balance Relics which imitate the effects of Arcana, and how you'd determine their Spellcasting Factors, Reach and so on.
    Last edited by GibberingEloquence; 08-19-2019, 10:55 AM.

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  • nathanritzel
    replied
    Janus’ Finger ●●
    The Janus’ Finger is visually a simple wooden key with two key wards on its tip, representing the two-faced roman god Janus. It exerts influence over the inertia of obstacles that prevent its possessor of continuing to advance - in simple terms, it helps the possessor to open and lock doors and mechanisms such as padlocks, creating a “detour” on the path originally devised by reality. It doesn’t effect digital and similar devices, still working, however, with electronic devices that use a key. It changes its shape to fit the keyhole last used.


    Size: 0 Durability: 3(4) Availability: 2

    Powers

    Forculus: The Relic acts as a Physical Equipment for Larceny rolls to pick locks, giving the 9-again quality and a bonus of +2 to the roll. Other modifiers related to the strength of the lock mechanism still applies (such as 0 for standard Deadbolts and -5 for electronic vault doors). In a success, the door or padlock is opened from the inside and no signs of breaking in can be perceived. An exceptional success also causes the Laureate Condition, while a dramatic failure results, inevitably, in the destruction of the Relic.

    Limentinus: The possessor of this Relic can make a Dexterity + Larceny roll with the 9-again quality to lock a door or a padlock even if he doesn’t have the appropriated key, using only this Relic. In a success, the mechanism is locked from the inside. An exceptional success also causes the Laureate Condition, while a dramatic failure results, inevitably, in the destruction of the Relic.

    Drawback

    Cardean Curse: The Relic retains the shape of the last keyhole or padlock it was used in, making it easier to associate with unusual activities related to locking or unlocking doors and other mechanisms. Any roll to detect, perceive or associate the key to the last used mechanism gets a bonus of +3.

    Condition

    Laureate: Your character had success in a task aligned with the domains of the roman god Janus, master of beginnings, gates, transitions, doorways, passages and ending; and so, he feels like he could alter the very flow of fate and the path designed for him to walk. You can shed this Condition anytime to recover 2 Willpower.
    Resolution: shed the Condition, as noted above. When you do, gain a Beat.
    Last edited by nathanritzel; 08-13-2019, 01:56 PM.

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  • Reighnhell
    replied
    had a few new ideas

    The Gomorrah Box ●●●●
    This object is a small, lidded box crafted of cedar and bronze. The only adornment on the box is a carefully carved inscription in Hebrew, warning against sinfulness. The box is sealed, and can only be opened with great effort. Within the box is a small, grayish block of salt. If antiquarians are to be believed, the block was taken from body of Lot’s Wife, turned to salt for disobeying a divine warning. The box is currently in the possession of a small sect of devout priests in Jerusalem.

    Size: 2 Durability: 2(6) Availability: 4

    Powers
    Indestructible: The box and it’s contents are more resistant to damage than its construction would suggest, and regenerates a point of Structure every night even if it's been destroyed previously.
    Pillar of Salt: Once per chapter, the power of the relic can be unleashed, but only by the righteous. By spending three points of willpower and making a Presence +Occult roll with a +3 equipment bonus, the user may open the box, bathing an area with a radius of five yards in bright light, causing the Petrified Tilt. Characters caught in the radius of the effect may resist with Resolve+Stamina + Supernatural Tolerance. This transformation is temporary, lasting a number of hours equal to the 5+the user Presence.
    This power may only be used by characters with the Virtuous Merit and Integrity 7 or better. Being that do not have an Integrity trait cannot open the box or invoke its power.

    Drawback
    Blinded by Glory:Those to call upon the power of the Gomorrah Box are overwhelmed by exposure to power of such intensity, and suffer the Insensate Tilt until the end of the scene.


    The Gourmand’s Carver ●●
    The Gourmand’s Carver is a blade that dates back to France in the late 1800’s. The blade is a steel carving knife with a wooden handle stained nearly black with use, but is in otherwise good condition. The Gourmand’s Carver grants its equipment bonus to rolls involving cooking and food preparation. The Carver was last seen in the personal kitchen tools of a retired chef who still makes the occasional private engagement.

    Equipment Bonus: +2 Damage: +0 Initiative: -1 Strength: 1 Size: 1 Durability: 3(5) Tags: Piercing 1 Availability: 2

    Powers
    Damage dealt by the Gourmand’s Carver is considered supernatural damage.
    Craftsmanship: The Carver is sturdy, well balanced, and honed to a razors edge. This grants the object an additional point of Durability and the Piercing 1 tag.
    Hell’s Kitchen: The Carver is used to cut meat, it can impart an almost otherworldly savor to the taste when that meat is consumed. Whenever the knife is used to prepare a dish made primarily of meat, the wielder may spend a point of Willpower to enhance the flavor to an addictive degree. Anyone that partakes of this meal must make Resolve+Supernatural Tolerance roll, or begin to crave meat prepared by the Carver, and will gain the Deprived Condition after [Integrity] days unless the craving is satisfied. The user is not immune to this effect. Fasting for 3 days, subsisting only on water, removes this curse.

    Drawback
    Carnivorous Appetite: When Hell’s Kitchen is activated, for the following [10-Integrity] days, the user becomes wholly carnivorous and cannot take any sustenance from fruits, grains, or vegetables. Attempting to consume such fare inflicts the Sick (Moderate) Tilt. The user will even find meats that are cooked through distasteful and will show a preference for rarer cuts.
    Last edited by Reighnhell; 07-12-2018, 09:02 PM.

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  • Vent0
    replied
    Stubs:

    This one is actually a series of relics, all having a similar design - magic book that teach you a ritual to give you a Supernatural Merit, with the cost being increasing Manifestation Conditions leaving you vulnerable to the backing entity. For flavor, the visual manifestation of the various Supernatural merits used clearly show them resulting from some spirit - such as a fiery demon manifesting from the flames for Pyrokinesis, or a shadowy form whispering thoughts for Telepathy.
    The Fulgurate Tome ●●●
    <A book written in a strange cipher. It always makes sense after it has been studied while the reader is alone for at least 3 hours. It outlines a series of simple rituals to command various invisible entities for power. Written in the margins in an old dialect of Arabic are a series of warnings about invoking the beings referenced in the tome. The warnings also contain hints regarding the various entities' Banes and Bans, useful for Abjuring away the Conditions resulting from the rituals.>

    Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4

    Powers
    The Fulgurate Tome contains the following ritual, which can be performed by anyone who has studied the tome alone for at least 3 hours.
    Ritual of Power: This ritual can invoke the powers of one of the listed entities, granting a specific Supernatural Merit for 1 + Occult in days, after which the ritual must be performed again. Conducting the ritual itself only requires common items and takes only an hour at most to perform.
    The entities the book can call forth are listed below;
    Cackling Ifrit: Rank 3; Influence (Fire); Supernatural Merit: Psychokinesis (Fire) •••; Bane: Obsidian


    Drawback
    <Opened>: <Each ritual advances the Manifestation Conditions for their related entities - Resonant to Open to Controlled. The entity will use Fetter, then Possession, then Claim once the condition reached Controlled. The Condition lasts until reduced by Abjuration.>



    This one is basically a "deed" that grants the holder signatory status to one or more Goblin Contracts (from Changeling 2E). I'm trying to abstract out powers and the Goblin Debt mechanics.
    <Pending>
    Corwin's Deed ●●

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  • Vent0
    replied
    Originally posted by Reighnhell View Post
    Re: Deck of Many Things

    This is a tricky concept mechanically, but worth exploring.

    The first idea that comes to mind is a dice roll that allows a set "Effect" on a success, but that may not capture the variable "game of chance" feel.
    One could also have a set of effects that are in theme for the card, but that becomes a large block of game text, as each particular card would have its own effect that would need to be balanced individually. No one wants to read several pages of game write up just to figure out how a power/merit works, and the main rule I try to adhere to when creating Relics is the mechanics should be mostly player-facing, so should have similar considerations as if writing up a new Merit or Discipline/Gift/Rote etc. After a certain degree of complexity, the Relic is almost better served as a pure plot device.

    Perhaps somewhere near the middle, with a core mechanics that adjusts by theme depending of which card is pulled. I will need to workshop this for a bit...
    Yeah, that's why I was thinking for a poker deck, making the main powers divided by suit, so only about 4. The card number would determine strength or dice pool. Another option is to stat up only a few powers and explain that the deck is already partially depleted when found. Optional side-bar listing more power suggestions, or explaining how to build them?

    Related Idea: Maybe each of the suits are backed by a "Spirit", number cards using an Influence or Numina, face cards summoning a Rank 1, 2, or 3 example, and the Ace acting as their Bane/Ban (for Summoning and Binding purposes)? That's still 12 entries, even with abbreviated blocks though...

    EDIT: Other idea for the Face Cards, they do something with the Manifestation Conditions: Jack = Resonant, Queen = Open, King = Controlled.

    Originally posted by Reighnhell View Post
    The Null Spear ●●●●●
    Nice spear. Relatively simple in execution, but its anti-life properties make it spooky and mysterious.

    Originally posted by Reighnhell View Post
    The Questing Compass ●●


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  • nofather
    replied
    Ooooh the Null Spear is perfect for something we have going on.

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  • Reighnhell
    replied
    Re: Deck of Many Things

    This is a tricky concept mechanically, but worth exploring.

    The first idea that comes to mind is a dice roll that allows a set "Effect" on a success, but that may not capture the variable "game of chance" feel.
    One could also have a set of effects that are in theme for the card, but that becomes a large block of game text, as each particular card would have its own effect that would need to be balanced individually. No one wants to read several pages of game write up just to figure out how a power/merit works, and the main rule I try to adhere to when creating Relics is the mechanics should be mostly player-facing, so should have similar considerations as if writing up a new Merit or Discipline/Gift/Rote etc. After a certain degree of complexity, the Relic is almost better served as a pure plot device.

    Perhaps somewhere near the middle, with a core mechanics that adjusts by theme depending of which card is pulled. I will need to workshop this for a bit...

    oh. and here are a few other Relics!
    The Null Spear ●●●●●
    The object named “The Null Spear” is said to have fallen from the sky during a severe storm nearly one hundred years ago. The storm itself was described as bizarre, with lightning that crackled in unnatural colors, strange howls carried by gale force winds and rain that came down like knives. The spear is a six foot long haft of metallic material so dark it seems to eat light, and that tapers to a razor sharp point. The item hosts properties that seem inimical to life and is currently kept in a warded vault by a cabal of mystics studying its properties.

    Damage: +3 Initiative: -2 Strength: 2 Size: 4 Durability: 3(4) Tags: Piercing 1, Reach, Two-Handed Availability: 4

    Powers
    Damage dealt by The Null Spear is considered supernatural damage.
    Deadly: The Null Spear carries a deadly resonance that enhances its effectiveness at ending lives, reflected in its statistic. The weapon deals greater damage and cuts through protection, granting it a+1bonusto damage and the Piercing 1 Tag.
    Indestructible: The Null Spear is seemingly invulnerable, and is immune to damage for non-supernatural sources and regenerates a point of Structure every night even if it's been destroyed previously.
    Soul Thrust: The Null Spear can strike at the essence of souls. By targeting the heart (–3 penalty to attack rolls) and dealing at least 5 damage in one attack, the wielder of the spear may negate that damage and inflict the Soulless Condition instead. Beings lacking either a heart or a soul are immune to this effect.

    Drawback
    Devouring: At the end of a scene where the Null Spear has been used in combat, the weapon drains a point of Willpower from the wielder. Supernatural beings with a power source (Blood, Essence, Mana, etc) may spend a point of that resource instead. If this cost cannot be paid, the Spear deals a point of Lethal Damage and inflicts the Soul-Shocked Condition.
    Radiant Entropy: The Null Spear radiates pulses of raw entropic energy. This is a Level 2 Extreme Environment that effects any organic material(living, dead or otherwise) within a 5 yard radius. The effect cannot penetrate dense metals such as lead or gold.

    The Questing Compass ●●
    This rare compass is crafted of brass and glass by expert hands, with thirty-two directional points upon its face and a built in sundial. The item was crafted by an unknown artisan in the mid 1700’s, and despite its age, remains in good condition. The instrument has a colorful history, and is rumored to have passed through the hands of sailors, privateers, pirates and explorers. It is currently on display in a New England Naval Museum. The Questing Compass grants its equipment bonus to rolls involving cartography or navigation.

    Equipment Bonus: +1 Size: 1 Durability: 2(4) Availability: 3

    Powers
    Ye Shall Find: The needle of the compass points the way towards a person, place or thing that whoever is holding the Compass wishes to locate. By spending a point of Willpower and making a Wits + (Streetwise or Survival),the user may speak the name of what they seek; the Compass’s needle will point in the direction of the target until the next sunrise. If the target is making an effort to evade pursuit, they may contest this roll with Resolve + (Streetwise or Survival). Attempting to locate targets obscured by supernatural powers triggers a Clash of Wills.

    Drawback
    Obsessive: Whenever Ye Shall Find is used, the holder for the compass gains the Obsessed Condition regarding the targeted person, place or thing.
    Last edited by Reighnhell; 06-23-2018, 10:52 AM.

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  • Vent0
    replied
    I had the idea for one, but I can't narrow down how I want to implement it, so it will be a suggestion, for now:
    A take on the infamous Deck of Many Things. The idea is each card corresponds to a power or event, but which you get is random. For a poker card deck, I was thinking each suit would correspond to a specific "power" (Relic power, Dread Power, Numina, or game-line specific power, as needed/determined). The number might be the Dice Pool for it. Face cards would be different (though still in the suit's Theme). At least some of the cards would be Bad For You. Maybe you draw a "hand" each day. Maybe it is one at a time. Maybe something Bad happens once you run out.
    Last edited by Vent0; 03-30-2018, 07:45 PM.

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  • Reighnhell
    replied
    a few new Relics
    Blackheart’s Cutlass ●●●
    Blackheart’s Cutlass is a sword that dates back to what is considered the Golden Age of Piracy. The weapon is cutlass style common to its era, with a curved blade and basket guard. It remains in excellent condition, with a bright polish and fresh leather wrapping on its hilt. It once belonged to a notorious pirate named “Blackheart” Jean-Philippe, a former slave that took to piracy and raided the waters surrounding Haiti in the early 1700’s before being slain in battle, with his cutlass being taken as spoils of war. Since that time, the blade has moved through various museum collections, but was stolen 10 years ago. It’s current whereabouts are unknown.


    Damage: +2 Initiative: -2 Strength: 2 Size: 2 Durability: 3(6) Availability: 3

    Powers
    Damage dealt by the Blackheart’s Cutlass is considered supernatural damage.
    To use the following abilities, the possessor must spend 3 points of Willpower to gain the Bonded Relic Condition.
    Familiar: The Cutlass serves as the anchor for the ghost of Jean-Philippe, known more commonly as "Blackheart". The user of the Cutlass gains four dots of the Familiar Merit, while the ghost gains the Familiar Manifestation, and serves as a companion to the individual Bonded to the Cutlass.
    As a familiar, Blackheart retains a sense of adventure and encourages his partner to enjoy the pleasure of wine, song, and sensuality. Blackheart is also pragmatically ruthless, and thinks little of permanently dispatching enemies.
    If the ghost is exorcised or otherwise removed, Blackheart’s Cutlass loses the ability to deal supernatural damage, and becomes a mundane weapon.

    Drawback
    A Pirate’s Life: The Ghost of Blackheart Jean-Philippe has the Aspiration: To seek adventure and fortune. Whenever the wielder with the Bonded Relic Condition acts in accordance with the Ghost’s Aspiration, they gain a point of Willpower. However, if that Aspiration is denied or ignored, it imposes a -2 penalty on tasks involving concentration and the Guilty Condition until it can return to its task.

    Blackheart Jean-Philippe: Rank 2[Ghost]; Influence (Anchor); Virtue Adventurous, Vice: Ruthless
    Manifestation: Familiar, Fetter, Unfetter, Twilight Form; Numina: Awe, Blast (Pistol), Pathfinder, Telekinesis
    Ban: Must honor a declaration of truce. Bane: rum mixed with sea water

    La Pièce de Chance ●●
    “La Pièce de Chance” also known as” The Lucky Coin” is a silver coin, dating back to pre-revolution era France. The coin shows signs of wear due to its age, buts its markings are well defined and the coin would be considered a find among collectors of rare and antique coins. The coin is currently in the possession of a professional gambler in Las Vegas.

    Size: 0 Durability: 2(4) Availability: 2

    Powers
    Fortune Smiles: As long as an individual carries the Coin upon their person, any attacks against that individual suffer a -1 penalty. This penalty applies to close combat, ranged attacks, and hostile supernatural powers.
    Shift the Odds: As long as an individual carries the Coin upon their person, they may benefit from its power. Once per chapter, the user may spend a Willpower point to gain the Lucky Condition.

    Drawback
    Luck Runs Out: Whenever Shift the Odds is activated, the user gains the Danger Magnet Condition.
    Last edited by Reighnhell; 03-25-2018, 09:47 AM.

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  • nofather
    replied
    Ghost mages, especially those anchored to items, aren't unheard of. But generally the act of becoming a ghost seems to frenzy the obsessions they already had. There's one in Unbidden, for instance, which basically uses its magic to finish the experiments it did while alive, with the help of whoever's nearby acting as an unwilling vivisectionee.

    Even as a Mentor, there's meant to be a give-and-take in the relationship.

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  • Vent0
    replied
    Originally posted by Reighnhell View Post

    Re: The Brain Of Professor Goldenberg

    This would be a case where I would want to reign this in. The power level at play far outstrips what a Relic would typically model. And having a entity that is a high rank Spirit AND a Gnosis 6 Mage at the same time start to break the system. And that is even not counting the equipment bonus to multiple broad skills,extra durability, and potent, useful powers.
    Over all, I see where you are coming from for this, but the idea as-is may be better served as a NPC or Horror.

    That being said,consider the idea the that brain contains a faded reflection of the Mage's mind- most of the previous power is gone, but the wisdom and knowledge remain, effectively granting Dots in Mentor and a few other knowledge and information based Powers.
    Indeed. Mentor. Omen Trance maybe, for info. Mixed Blessing (from Mortal Remains) for various bonuses. That should cover the intent without making an overpowered monstrosity.
    Last edited by Vent0; 03-20-2018, 06:10 AM.

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  • Reighnhell
    replied
    Originally posted by Master Aquatosic View Post
    An artifact containing an ever-helpful Mage that powerful seems way beyond 5 dots
    Re: The Brain Of Professor Goldenberg

    This would be a case where I would want to reign this in. The power level at play far outstrips what a Relic would typically model. And having a entity that is a high rank Spirit AND a Gnosis 6 Mage at the same time start to break the system. And that is even not counting the equipment bonus to multiple broad skills,extra durability, and potent, useful powers.
    Over all, I see where you are coming from for this, but the idea as-is may be better served as a NPC or Horror.

    That being said,consider the idea the that brain contains a faded reflection of the Mage's mind- most of the previous power is gone, but the wisdom and knowledge remain, effectively granting Dots in Mentor and a few other knowledge and information based Powers.
    Last edited by Reighnhell; 03-19-2018, 08:04 PM.

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  • Master Aquatosic
    replied
    An artifact containing an ever-helpful Mage that powerful seems way beyond 5 dots

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  • GibberingEloquence
    replied
    Reighnhell I would appreciate your feedback on this new Relic.

    The Brain Of Professor Goldenberg ●●●●●

    The man known as Emmanuel Goldenberg was a gifted medical doctor with an illustrious career and a loving family. The problems were small and the joys were great in his life, until he started experiencing apparent hallucinations that hinted at mental illness. The more medical science could not find a solution to his dilemma, the more he sank into occult practices he had previously shunned as diabolical, seemingly spurred onward by the hallucinations into pursuing shamanism. When he ended up summoning and bargaining with a powerful god of healing from the ineffable Beyond to cure his disease, he was told that his only disease was his belief that knowledge by itself makes one superior to beasts.

    This concluded Emmanuel's Awakening into a Thyrsus, and he turned his considerable medical talent to good use as a Mage in the philanthropic Silver Ladder. He tried to be Wise and heed the words of the Supernal Totem he summoned, but as he became more powerful, he realized one lifespan wasn't enough for him to research everything he needed to cure all the wounds and illnesses of mankind. And thus he became a Lich, and failed miserably in ensuring the eternal life he so desperately wanted. Not only was his body destroyed in the Paradox that fell upon the experiment, his ghost was bound to his quickly withering brain. He used the magic that remained in him to create a life support and mobility device for the brain. He is currently in a state of shock and denies his reality for the most part, happily crawling around on his mechanical spider legs, offering medical assistance and helping others solve Mysteries. It is possible that his condition can be reversed somehow, but what that would require is unknown. He might not be willing to admit his Hubris, either.

    Equipment Bonus: +3 To Medicine, Science, Crafts and Occult Size: 3 Durability: 5(10) Availability: N/A

    Powers
    Medical Panoply: Goldenberg can reconfigure his life support device to grow any tools and produce any substances needed to perform extensive medical procedures, rolling Power + Finesse.
    Walking Library: Goldenberg can give the Informed Condition once per chapter on any scientific or occult matter.
    Strangely Soothing Presence: Goldenberg was always a peaceful and kind man in life, and this continues in death. Any mortal character who speaks to him may reroll a failed Breaking Point made within the scene. Awakened characters instead benefit from a +2 on their next Wisdom Breaking Point roll. This may be done once per chapter.

    Drawbacks
    Possessed: By Emmanuel Goldenberg, known in Mage society as Panacea. Stats are below.
    Weirdness Magnet: Every chapter, the ST has a dice pool of 10. He may use it to attract the attention of an Ephemeral Entity or Horror with a Rank or Potency equal to Successes. Rank caps at 5 and Potency may go all the way up to 10, and the Successes may be split among multiple beings. This dice pool gains the Rote Quality if Goldenberg uses his Awakened magic in an irresponsible or otherwise hubris-filled way. Such entities tend to be horrific, strange and inimical to our very reality.
    Soul Breaking Truth: Witnessing the use of Goldenberg's Awakened magic is a Breaking Point for all mortals who lack the Sleepwalker Merit in one form or another, with amnesia or rationalization always following as described in Mage The Awakening.

    Panacea
    Gnosis: 6 (Ghost Mage)
    Virtue: Helpful
    Vice: Stubborn
    Wisdom: 5
    Attributes: Power 10, Finesse 12, Resistance 10
    Willpower: 10
    Maximum Mana/Per Turn: 15/6
    Initiative: 12
    Defense: 10
    Speed: 32
    Size: 5
    Corpus: 15
    Arcana: Life 3, Matter 3, Mind 3, Spirit 3
    Manifestations: Twilight Form, Discorporate, Fetter, Materialize, Unfetter
    Numina: Blast (Laser Beam), Essence Thief, Gremlin, Hallucination, Heal, Occult Sight, Phantom Arsenal, Telekinesis, Telepathy
    Ban: Cannot refuse to give medical help to those who need it
    Bane: The remains of the machine he used to try and become immortal
    Last edited by GibberingEloquence; 03-19-2018, 09:55 AM.

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  • Reighnhell
    replied
    here are few new ones for today.
    The Amaranth Cameo ●●●
    The “Amaranth Cameo” is an exquisitely carved cameo pendant, carved of layered agate, and set in silver. The carving depicts a young woman bearing an amaranth flower – long associated with immortality. The exact origins of the cameo remain unknown, but most reliable antiquarians trace it to Renaissance Era France. The item currently resides in a private collection in New York, kept more for its beauty than for its more significant capabilities.


    Size: 0 Durability: 2(5) Availability: 4

    Powers
    Endless Vitality: The Amaranth Cameo bestows vigor and beauty upon the wearer. For as long as it is worn, the pendant retards and in some ways counters aging, restoring tone to the skin and muscle, color to the hair, and strength to the bones. The wearer only ages only three months for every year that passes. In addition, the wearer divides three dots of Merits between Hardy, Iron Stamina and Striking Looks. Lastly, all healing times are halved.

    Drawback
    Precious: Anyone that gazes upon the pendant can tell its value, and some will use any means at their disposal to acquire it. The Amaranth Cameo has the Coveted Condition. In addition, if the item is lost, stolen, or given away, the previous owner gains the Obsession (Amaranth Cameo) Condition until it is returned to them.

    The Scarab of Life ●●●●
    This Egyptian artifact is funerary scarab is carved from a dark stone and polished to a high shine. The item is suspected to have been stolen from a tomb in the Valley of Kings in the early 1930’s, so much of its true history has been lost. The Scarab has moved through the hands of several private collectors over the years, and the Egyptian government is offering a handsome reward for its return. The Scarab of Life grants its equipment bonus to rolls to resist or recover from disease and poison.


    Equipment Bonus: +1 Size: 0 Durability: 2(6) Availability: 4

    Powers
    Rebirth: The Scarab has the miraculous power to restore the recently deceased back to life and health. By spending three points of Willpower and making a successful Presence+Occult roll, the user whispers a prayer to Osiris to the Scarab and places it in the mouth of the deceased. Within moments, the deceased snaps back to life, with their injuries healed and sicknesses purged. The Scarab is regurgitated a few minutes afterwards. While potent, the power of the Scarab has limits. It only works from the time of death to the next sunset, after that the deceased will remain so. In addition, the corpse must be mostly intact (neither cremated or dismembered). The power is limited to mortal humans, being completely ineffective on supernatural beings. And finally, an individual can only be revived by the Scarab once, any future attempts fail automatically.

    Drawback
    Resurrection Trauma: Those returned from death are often marked by the experience. Wounds that have been healed leave livid scars, cured diseases and poisonings leave phantom symptoms, and the entire experience is a Breaking Point with a -4 penalty, with a failure applying the Soul Shocked Condition in addition to any other consequences.

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