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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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  • Pale_Crusader
    replied
    Originally posted by nofather View Post
    There's a nice one in Armory Reloaded, I think, tied to the Thuggee.

    I made a Thuggee Minor Template (and I base my minor templates on potency 1 Horrors).

    Originally posted by Pale_Crusader View Post
    Thuggee
    Some view death with a mindless fear which robs them of reason to the point they can't contemplate the topic in any meaningful way, others take it as a natural part of the cycle of existence, and yet others see it not as something profanely frightful nor even banally normal but as something that is preternaturally sacred. Those that become Thuggee are always of this third group. Death has the power to make the world a better place, it can be sweet and merciful, and it can be righteous and just. Thuggee deal in these types of death, and more importantly the type of death they deal is more final and absolute cessation of existence than mere mundane death, this sacred murder allows them to give life to those they deem worthy.
    Becoming a Thuggee:
    A Thuggee requires a scarf they have devoutly prayed over for the strength to end a wicked person who has committed Atrocities and has no more than 1 Stability Advantage, whom they will murder with said scarf. The Thuggee-to-be (which uses the equipment building rules page CoD 100, Resolve + Weaponry if the crafting is done under pressure in downtime) must kill the person using the scarf to strangle and inflict the damage. After the end of the confrontation the Thuggee-to-be spends a Willpower Dot to dedicate themselves the ending of that person's life and immediately loses a Dot of their Stability Advantage as their devotion consumes a little bit of their ability to form attachments.
    The mechanical prerequisites to become a Thuggee vary in the following ways
    They standardly require a Social Merit representing the relationship to the person who is already a Thuggee which is instructing the character in how to become a Thuggee (even if the Thuggee is another Player Character or Support, though this is often done as a Mentor relationship, there is flexibility in which social merit is most appropriate), Weaponry 3 and a Skill Specialization Silk Scarves. Someone who has no relationship to guide them may still stumble across the methods of becoming a Thuggee but require Weaponry 4 and a Skill Specialization Silk Scarves.
    Tags Gained: Faithful
    Willful Plasm: May spend Plasm instead of Willpower to use Dread Powers, and may spend Willpower instead of Plasm when called for in POWERS. This does not grant a Plasm Pool, which must be acquired from another source for this to be applicable for the character.
    Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the Major Template’s Power Stat.
    Hand of Judgment: Every month a Thuggee goes without fulfilling their Appetite they lose access to a Willpower Dot, but upon fulfilling the Thuggee’s Appetite he regains access to all the Willpower Dots they lost access to, in the state they were lost in (filled with Willpower Points or empty). Thuggee also gain Willpower points by fulfilling their Appetite. Unlike Aspirations, Appetite does not grant Beats.
    Appetite: Use the Sacred Murder Dread Power
    Bane: Dying after becoming a Thuggee and coming back from the dead.
    Dread Powers:
    Judge Worth: The Thuggee can sense if others they can observe are moral. By spending 1 Willpower, he automatically learns the victim’s Virtue, Vice, Aspirations, Permanent Atrocity and current Stability Advantage and Temporary Atrocity. By spending an additional Willpower point, he learns the circumstances of the character’s most recent Atrocity. Subsequent Willpower points reveal older Atrocities. If the Thuggee uses his knowledge against the victim, it earns an exceptional success on a roll of three successes or more. By use of this Dread Power on the records about a subject, a Thuggee can tell if they are alive or dead, and if dead if they qualify for Resurrection of the Righteous Dread Power.
    Sacred Murder: By having a scarf wrapped around the throat of a Slasher, or Ensouled being with only 1 Stability Advantage and Atrocity of either type, which in combat requires an Grapple overpower maneuver to place, the Thuggee may spend 3 Willpower and roll a Weaponry + Strength roll contested by the victim’s Resolve. If the thuggee succeeds, it steals the victim’s soul and seals its fate, inflicting the Soulless and Obliterated Condition. The soul is contained in the scarf, and may be used by any being capable of using Souls by handling the scarf. The victim may reclaim their Soul by destroying the scarf which contains their specific Soul but this does not affect the Obliterated Condition.
    Resurrection of the Righteous: This Dread Power literally raises the dead. The Dread Power costs 7 Souls to use, and may be used from any object which holds a Soul. It Dread Power only works on those which had no permanent Atrocity, had a Stability Advantage of 8 or higher, and had the Virtuous Merit. The activation roll of Composure + Weaponry as the items are gently draped over a still born infant less than a day old. As the process is successful the infant comes alive and physically transforms into the person being resurrected as they were when they were 7 years old, Gaining the Physically a Child, and Social a Child Persistent Conditions, but remembers everything before their death and only gain Mentally a Child Condition if they also had that at the time of their Death (because of dementia, actually being child, or ect...). Supernatural beings lose their powers when resurrected, becoming a Non-Template.

    Storyteller's note: Please consider many famous long dead Virtuous people are likely alive and well, already brought by by a Thuggee, as the availability of greater and lesser Slashers for them to hunt is at an all time high,
    Their scarves hold the souls of the victim, and thus could be considered curios in their own right.

    Edit: Oh, I notice I still have the place holder POWERS, but we now know Sin- Eater's supernatural abilities will be cause Haunts,I should fix that in the original post.
    Last edited by Pale_Crusader; 03-14-2018, 10:25 AM.

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  • Pierrew
    replied
    Thanks for the relic. I am gonna throw quite a curveball in the next game session

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  • Reighnhell
    replied
    Re: Slasher Weapon

    Thus far, I tend to avoid Relics that effectively apply a template - mainly because a template (even a relatively simple Template like Slasher) have tons of added mechanics that someone looking to use the Relic may or may not have access to. That being said, having a Relic compel murderous, slasher-like behavior is relatively simple to set up. Example below. (and the first Relic of volume 2)

    Griswold’s Knife ●●
    This blade was recovered from the personal items of a suspected serial murderer named Linus Griswold. It is a sturdy hunting knife with a handle carved from deer horn. In 1978 authorities discovered several bodies in the backyard of Griswold’s property in Alberta, Canada while investigating reports that Linus Griswold himself had vanished under mysterious circumstances. The case generated some interest in the tabloids and a brief manhunt for Griswold, who was never found. The knife disappeared from police possession, only to appear as an item of interest in a different murder case several years later, where it again vanished. Its current whereabouts are unknown.


    Damage: +1 Initiative: -1 Strength: 1 Size: 2 Durability: 2(4) Tags: Enhance Survival +1, Piercing 1 Availability: 2

    Powers
    Damage dealt by the Griswold’s Knife is considered supernatural damage.
    Bleeding Cut: Once per scene, the wielder of the Cleaver can apply the Bleeding Tilt when they damage their victim with an attack.
    Craftsmanship: Griswold’s Knife is of exceptional quality, reflected in its statistic. The balance and honed edge of the blade grant the weapon the Piercing 1 tag, and a +1 equipment bonus to its attacks.

    Drawback
    Violent Compulsion: If the wielder of the knife draws human blood with the weapon, they will start to suffers the Deprived Condition if they do not use Griswold’s Knife to severely injure or kill another person every [Integrity] days.
    Troublemaker: Griswold’s Knife has the Troublemaker Condition.

    Troublemaker
    The equipment with this condition always seems to turn-up 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.

    Last edited by Reighnhell; 03-20-2018, 10:46 AM.

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  • nofather
    replied
    There's a nice one in Armory Reloaded, I think, tied to the Thuggee.

    Leave a comment:


  • Vent0
    replied
    Originally posted by Pierrew View Post
    I think I have an idea that could be a fun for this thread a object that could turn you into a slasher indefinitely requiring at least a short game session to cure it
    Like a Cursed Murder Knife? You go Full Slasher while you have it, and refuse to put it down.

    Curse could be either straight Relic Powers, or a Fettered Ghost. Ghost offers the option to Exorcise it, Relic Powers removes that option.

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