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  • #16
    New Relics
    Coffin Nail
    The “Coffin Nail” is an item often found in the possession of exorcists, mediums, and others who traffic with the dead. They are antique iron nails that have been pulled free from a used casket and plated in silver or brass. Coffin Nails grant its equipment bonus to Abjuration, Exorcism and Summoning rolls involving Ghosts.
    Equipment Bonus: +1 Size: 0 Durability: 0(1) Availability: 1

    Powers
    Death Finder:
    When a Coffin Nail is submerged in alcohol, it behaves like a compass, turning to point towards the nearest individual, object, or location that is Resonant for Ghosts, granting its equipment bonus to locating such phenomena. Coffin Nails are also considered a bane against Rank 1 Ghosts.

    Magic Bullets ●●
    This plain brown cardboard box (with the words “when all else fails” printed on the front) contains rifle cartridges machined to fit weapons that use 30.06 rounds. Of a case that originally contained 20 rounds, only 8 remain. Each of the bullets is jacketed in silver and gold but have no other distinguishing marks. When used, the Magic Bullets grant its equipment bonus to the shooters firearms roll, seemingly altering its path mid-flight to strike its target.
    Equipment Bonus: +2 Size: 0 Durability: 1 Availability: 2

    Powers
    Damage dealt by Magic Bullets is considered supernatural damage.
    Occult Penetration: The bullets are especially effective against targets protected by supernatural means. The bullets gain Armor Piercing 2 against Armor granted by Arcana, Disciplines, Gifts, or similar supernatural powers.

    Saint’s Collar ●●
    This black leather dog collar is decorated with studs and sized for a larger breed, but can be worn comfortably by a human. The tag with the name “Saint” is still attached. Saint’s Collar grants its equipment bonus to Animal Ken rolls involving Dogs, Wolves or other canines.
    Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 2
    Powers

    To use the following abilities, the possessor must spend 4 points of willpower to gain the Bonded Relic condition.
    Loyal Saint: The Collar is an anchor for the ghostly presence of “Loyal Saint”. Saint was a guard dog and companion whose loyalty lingered on well beyond death. The holder of the collar can see and interact with Saint as if he were manifest, and can command the entity in much the same way one would command a living animal. Saint would never willingly turn on or abandon anyone he is bonded to and gains a +2 bonus to resist any supernatural attempts to compel his behavior.

    Loyal Saint
    Loyal Saint appears as he did in life; a large, handsome dog that is an English Mastiff – Rottweiler mixed breed. His eyes glow amber. Despite being the ghost of an animal (already a rarity), Saint’s bond to the Collar has made him strong and intelligent. He is generally even tempered and affectionate, but can become violent if the person he is Bonded to is endangered or threatened.
    Rank 2[Ghost]; Power 5 Finesse 4, Resistance 5, Willpower 9, Essence 15
    Virtue Loyal, Vice: Protective
    Influence: Anchor 1, Protection 1
    Ban: Cannot harm or betray the Bonded individual
    Bane: Silver
    Manifestation: Fetter, Materialize, Twilight Form
    Numina: Awe, Pathfinder, Stalwart


    Last edited by Reighnhell; 01-17-2018, 01:03 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


    • #17
      I have some suggestions:

      1) A witch's cauldron that lets you turn the body parts of supernaturals into potions that contain Dread Powers
      2) A recipe book traditionally used to prepare meals to appease ghosts and spirits
      3) The skull of an avian cryptid that lets you see through the eyes of birds from miles away
      4) A strange phone booth-like device which can remove your Virtue or Vice, which is expelled from your Oneiros as a Materialized Goetia


      Let Him Speak.

      Comment


      • #18
        I do so enjoy the Challenge Round!
        The Corvid ●●
        This item is a skull that is a grotesque blend of human and avian traits. The avian elements have a distinctly raven-like aspect, which is how the item gained the name “The Corvid”. It has been a topic of some debates among cryptozoologists, with most dismissing it as a (well-crafted and convincing) hoax. The skull has been polished to gleaming finish and is currently kept in a private collection of curiosities.
        Size: 1 Durability: 2(5) Availability: 2


        To use the following abilities, the possessor must spend 4 points of willpower to gain the Bonded Relic condition.
        Eyes of the Raven: The Corvid has a powerful connection to Crows, Ravens, and other birds belonging to the Corvidae family. By gazing into the eye sockets of the skull, spending two points of willpower and making a Presence +Animal Ken roll (penalized by the Animals Resolve), the user possesses the nearest Corvid. They experience the world through the animal’s senses and may mentally command the animal to perform any task it is physically capable of. This connection lasts until the end of the scene. While using the power of the Corvid, the user gains the Captivated Condition.
        Drawback
        Soul Bond: While using Eyes of the Raven, the possessor experiences all the animals’ senses-including pain. If the animal that is possessed is injured, the possessor takes an equivalent amount of bashing damage. If the animal is killed while it is possessed, the possessor suffers the Soul Shocked Condition.

        The Hyde Chamber ●●●
        This apparatus is a large rectangular booth, with a framework made of steel and thick tinted glass. On the inside is a panel with a series of keys, switches and dials, with two prominent circular buttons (one red, the other green). Several thick cables trail from a steel encased housing in back of the device. The Chamber was discovered in the apartment of a deceased hoarder and was taken home by one of the cleaning crew. It is currently kept as a novelty in a fraternity house.
        Size: 7 Durability: 2(5) Availability: 3

        Powers
        Schism: The Hyde Chamber is a device capable of separating the Virtuous and Venal elements of a person’s character into separate entities. Activating the chamber requires the user to stand within the device, spend a point of Willpower and make an Intelligence +Science roll at a -3 penalty. If successful, the user gains the Virtuous Merit, but no longer gains Willpower from their Vice. The user may choose to gain the Vice – Ridden Merit instead (in which case they no longer gain Willpower from their Virtue). This alteration of behavior lasts for [10 – Integrity] days, after which they lose the Vice – Ridden /Virtuous Merits and regain Willpower from their Vice/Virtue normally. However, on a dramatic failure the alteration becomes indefinite. Lastly, the device on works on beings that possess Integrity.
        The device is powered by a capacitor that must be recharged for 24 hours before it can be used again.
        Lost Manual: The Hyde Chamber once included an obsessively detailed instruction manual that was several hundred pages long. While the manual still exists (there may even be multiple copies) its current whereabouts are unknown. Using the manual grants a +3 equipment bonus to using the Hyde Chamber and allows the user to extend or reduce the duration of the effect by a number of days equal to successes rolled during activation. Other effects may be possible at the Storytellers discretion.
        Drawback
        Virtuous/Villainous Double: When the Hyde Chamber is used, it creates an ephemeral duplicate of the user. The duplicate appears at a location familiar to the user that is within at most 1 mile. The duplicate is considered a Rank 2 Goetia that can use the Materialize and Twilight Form Manifestations. This entity has all the originals memories, and possesses the Virtue or Vice that was shed when the Hyde Chamber was used. While not immediately antagonistic to the original, it is likely to have different priorities and cause no small amount of confusion among the users loved ones, friends, and acquaintances.

        The Twilight Gourmet ●●
        This hand-written leather bound journal contains over fifty well-crafted recipes in addition to practical occult knowledge concerning ghosts, spirits, and more obscure entities. The text is written with exacting detail and gentle humor. The Twilight Gourmet grants its equipment bonus to rolls involving Cooking and Ephemeral Entities.
        Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 2

        Powers
        Resonant Feast: The cook spends 1 point of Willpower and makes an extended Intelligence or Wits + Crafts roll to prepare a meal imbued with Essence. The meal requires 5 successes/per point of Essence imbued into the meal (maximum 5 points) and each roll requires 30 minutes of kitchen time. The Essence within the meal is resonant for a particular type of Ephemeral Entity (chosen when the meal is prepared) – the entity can take the essence from the meal as if they were stealing it from another entity of the same type. The entity that takes this Essence gains the Leveraged condition in relation to the cook.

        The Wyrd Cauldron ●●●●
        This antique cauldron is crafted from hammered iron and has a 4 gallon capacity. It has a 3 legged design and study side handles for lifting. The makers mark on the bottom dates the cauldron to 1912. Despite its age, it is in excellent condition and is scrubbed and well-seasoned. The Wyrd Cauldron grants its equipment bonus to Crafts or Expression rolls to meals prepared using the Cauldron.
        Equipment Bonus: +2 Size: 3 Durability: 3(7) Availability: 2

        Powers

        To use the following abilities, the possessor must spend 4 points of willpower to gain the Bonded Relic condition.
        Toil and Trouble: The Wyrd Cauldron imparts upon its possessor knowledge of potion craft. The possessor spends 2 points of Willpower and makes an extended Wit + Crafts or Occult roll with a penalty equal to the Availability of the recipes ingredients. Each roll requires 60 minutes of careful simmering and stirring while the number of successes needed is based upon the particular type of elixir being made. If successful, the Cauldron produces a dose of elixir (roughly 1 pint of thick fluid). On an exceptional success a second dose is created. The Cauldron can only be used for this purpose once a day and a dose of elixir only remains potent for 24 hours – after which it deteriorates into a clotted, foul-smelling sludge. Elixirs created by the Cauldron only work on beings that possess Integrity and drinking one is a Breaking Point with a -2 penalty.
        The Cauldron imparts knowledge of the following recipes (although others may be discovered or invented).
        Excellency: Brewing this potion requires 5 successes. If successful, the imbiber gains the Cauldrons equipment bonus to the use of a skill (determined when the potion is created) until the end of the scene. This recipe requires an assortment of Availability ● ingredients (unusual, but not dangerous, illegal or rare).
        Prowess: Brewing this potion requires 10 successes. If successful, the imbiber gains the Cauldrons equipment bonus to the use of an Attribute (determined when the potion is created) until the end of the scene. This recipe requires an assortment of Availability ●● ingredients (potentially dangerous, illegal or rare).
        Potency: Brewing this potion requires 15 successes. If successful, the imbiber gains either 3 dots in Physical, Mental or Supernatural Merit, or gains the use of a Dread Power or Numina (determined when the potion is created) until the end of the scene. This recipe requires an assortment of Availability ●●● ingredients (almost always dangerous, illegal, or rare). In addition, the possessor must use a portion of flesh and blood from a being that possesses the desired merit or power (or a reasonable equivalent).
        Last edited by Reighnhell; 01-17-2018, 01:04 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


        • #19
          An idea:

          A ticket that allows the user to make a barrier against ephemerals around an area, provided that the area is suited to the ticket (e.g. a subway station for a subway ticket) and the entity doesn't have a valid ticket.


          Comment


          • #20
            A challenge: An old that is truly the opposite of a gun. There's a very powerful one in a book I read recently, and I want to see how close your idea comes to the "gun" from that book.


            A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

            Comment


            • #21
              Originally posted by ajf115 View Post
              A ticket that allows the user to make a barrier against ephemerals around an area, provided that the area is suited to the ticket (e.g. a subway station for a subway ticket) and the entity doesn't have a valid ticket.
              Hmmm.. I have a idea for this, but I dropped the part requiring the entity to have a ticket (a drawback that unlikely isn't much of a drawback).
              The Shadow Ticket
              A Shadow Ticket is an item crafted from a discarded travel pass (typically a bus or train ticket, but any similar token will suffice). When properly prepared (the common ritual involves soaking the ticket in an infusion of witch-hazel and thistles), Shadow Tickets grant its equipment bonus to Abjuration and Warding rolls involving Spirits. A prepared Shadow Ticket retains its potency for 24 hours.
              Equipment Bonus: +1 Size: 0(1) Durability: 1(2) Availability: 1
              Powers
              Blocked Passage:
              The user can temporarily block the passage of a Spirit. By burning the ticket, spending a point of Willpower, and making a Presence + Occult roll, the user prevents Spirits from entering or passing through an area roughly the size of a small room (as if it were touching its bane) for (success) number of turns. Shadow Tickets are ineffective against any Spirit of rank 3 or higher.


              A challenge: An old that is truly the opposite of a gun. There's a very powerful one in a book I read recently, and I want to see how close your idea comes to the "gun" from that book.
              Feels like I am missing part of this description - how can a "gun" be the opposite of a gun? An intriguing riddle but hard to turn into game stats!


              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


              • #22
                Originally posted by Reighnhell View Post

                Hmmm.. I have a idea for this, but I dropped the part requiring the entity to have a ticket (a drawback that unlikely isn't much of a drawback).
                The Shadow Ticket
                A Shadow Ticket is an item crafted from a discarded travel pass (typically a bus or train ticket, but any similar token will suffice). When properly prepared (the common ritual involves soaking the ticket in an infusion of witch-hazel and thistles), Shadow Tickets grant its equipment bonus to Abjuration and Warding rolls involving Spirits. A prepared Shadow Ticket retains its potency for 24 hours.
                Equipment Bonus: +1 Size: 0(1) Durability: 1(2) Availability: 1
                Powers
                Blocked Passage:
                The user can temporarily block the passage of a Spirit. By burning the ticket, spending a point of Willpower, and making a Presence + Occult roll, the user prevents Spirits from entering or passing through an area roughly the size of a small room (as if it were touching its bane) for (success) number of turns. Shadow Tickets are ineffective against any Spirit of rank 3 or higher.
                I like it. Thanks for writing that up. It makes a great Christmas present.


                Comment


                • #23
                  How would you do Loki's Mask and the Terror Mask as Relics? I believe they contain a Rank 5 spirit of mischief and a Rank 4 spirit of violence, respectively. Whoever wears them is treated as one of the Claimed. Here are the stats I made for them, respectively. What do you think could be the Bane for Loki's Mask? I think it could be something blessed by a powerful Helion, since that type of spirit tends to be steadfast and unchanging, as opposed to mercurial and deceitful. I really don't know what the Ban and Bane of the Terror Mask would be.

                  Attribute Bonuses: +5 Strength, +3 Presence, +2 Intelligence, +3 Dexterity, +7 Manipulation, +5 Wits, +5 Stamina, +2 Composure, +3 Resolve. These increase derived traits and may bring the Attributes beyond 10 dots.

                  Maximum Essence/Per Turn: 50/15

                  Influences: Mischief 5 (May Be Used To Create Equipment, Weapons, Firearms And Temporary Skill Dots)

                  Dread Powers: Armored Hide 3, Leap, Monstrous Resilience, Numen (Drain, Essence Thief, Hallucination, Mortal Mask, Speed), Reality Stutter, Regenerate 5, Swift, Unbreakable

                  Merits: Indomitable (Advanced), Vice-Ridden (Mischievous), Ambidextrous, Crack Driver 3, Demolisher 3, Double Jointed (Advanced), Fleet Of Foot 3, Iron Stamina 3, Parkour 4, Sleight Of Hand, Stunt Driver 3, Barfly, Closed Book 4, Fast-Talking 5, Iron Will, Pusher, Striking Looks 2 (Cartoonish), Table Turner, Cheap Shot, Heavy Weapons 5, Martial Arts 4

                  Liar's Tongue - Same as the one of the Unchained (Demon: The Descent, Pages 182-183)

                  Fiendish Deceit - Gain an Interdisciplinary Specialty with Area Of Expertise for Mischief. Anytime this Specialty might apply to a roll, you may spend 1 Essence to give it 8 Again. You suffer no untrained penalties for Skills you do not have, as long as you use them for mischief.

                  Tazmanian Whirlwind - Spend 1 Essence and roll Stamina + Athletics. You inflict the Heavy Winds Environmental Tilt around yourself with an intensity equal to Successes for one turn, capping at intensity 5. The Essence cost may be paid again on subsequent turns to keep this power activate.

                  Incite Bedlam - Same as the one of the Lost, spending Essence instead of Glamour and using Rank instead of Wyrd.

                  Ban: Can only be used at night.


                  Attribute Bonuses: +9 Strength, +2 Presence, +1 Intelligence, +3 Dexterity, +0 Manipulation, +5 Wits, +7 Stamina, +2 Composure, +3 Resolve. These increase derived traits and may bring the Attributes beyond 10 dots.

                  Maximum Essence/Per Turn: 40/12

                  Influences: Carnage 4 (May Be Used To Create Temporary Skill Dots And Natural Weaponry)

                  Dread Powers: Armored Hide 2, Leap, Monstrous Resilience, Numen (Drain), Regenerate 4, Wall Climb

                  Merits: Indomitable (Advanced), Tolerance For Biology, Vice-Ridden (Violent), Ambidextrous, Demolisher 3, Fleet Of Foot 3, Giant (Advanced), Hardy 3, Iron Stamina 3, Parkour 4, Air Of Menace, Iron Will, Striking Looks 2 (Monstrous), Heavy Weapons 5, Iron Skin 2 (Advanced 2), Martial Arts 4, Relentless Assault 5
                  Last edited by GibberingEloquence; 12-30-2016, 02:21 AM.


                  Let Him Speak.

                  Comment


                  • #24
                    I was working on the Red Hood as a coalesced idigam. It started as the mark of Cain, or at least it claims it did and some legends suggest it, and has been going strong ever since, its only problem being people adapting to crime so well.
                    Last edited by nofather; 12-29-2016, 05:41 AM.

                    Comment


                    • #25
                      Originally posted by nofather View Post
                      I was working on the Red Hood as a coalesced idigam. It started as the mark of Cain, or at least it claims it did and some legends suggest it, and has been going strong ever since, its only problem being people adapting to crime so well.
                      Could you point more to the original source - idea sounds promising, but I do not have any referance point for it...


                      My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
                      LGBT+ through Ages
                      LGBT+ in CoD games

                      Comment


                      • #26
                        Would Herbie the Love Bug (basically a Volkswagen with a mind and the ability to drive himself, but no ability to communicate outside of his horn) be a Horror or a relic, as noted here? I'm not too sure, which is a shame because I'm wanting to make something like him for a game later on.

                        Comment


                        • #27
                          Originally posted by wyrdhamster View Post
                          Could you point more to the original source - idea sounds promising, but I do not have any referance point for it...
                          It's a DC Comics thing. Spoilers ahead. Red Hood was one of Joker's possible origin stories, and either a criminal mastermind or a patsy, the idea being that a gang of criminals would sucker or blackmail someone into wearing the Red Hood outfit and pretend to be the leader. If he got caught or killed, the gang didn't really care. That's one of the possible origins for the Joker, him wearing the Red Hood before being dropped into a vat of chemicals. Scott Snyder, during the New 52 Reboot, remade the Red Hood gang, having assailed Gotham during the early years of Batman. Except it was an entire gang of patsies. Someone, the original Red Hood possibly, found out information about others, blackmailed them into joining the gang. They would be called by a number, would appear for a job, not make any friends, then leave and theoretically wouldn't be bothered again. This led to a strange sort of terrorist cell structure, because no one could identify anyone else, no one could even identify who was the real organizer of the group beyond 'Red Hood One' who might change every heist.



                          It was later appropriated by the resurrected Jason Todd, who remains a vigilante but who tends towards the criminal side of things.

                          In the tv show, Gotham, the Red Hood appeared and seemed to spark something in anyone who wore it. They went from regular criminal to boisterous supercriminal, and at first they seemed to be particularly lucky, cops just not hitting them. There, the Hood inspired jealousy, so members of a gang would kill each other to become the Red Hood, but also a sort of Robin Hood-ish spirit, where they robbed banks and gave out cash to the hostages.



                          In my more comic-minded games, it's the progenitor of crime, and exists to ensure that somewhere in the world, supervillainy is afoot.
                          Last edited by nofather; 12-30-2016, 12:31 AM.

                          Comment


                          • #28
                            Re: The Mask(s)

                            I will give it some thought as to how I would approach these items as CofD style Relics. As far as Bans/Banes for the resident entities, I always try to pull something that resonates with the central ideas behind the concept. For the Mask, I am a bigger fan of the comics than the movie, so I still think of the mask as a African rather than a Norse relic. But using the Norse origin, I like the idea that the mask is empowered by an avatar of Loki (or at least a trickster spirit playing the part). A bane of Gold seems fair (for its connection to daylight, and for its association with Heimdall, the god destined to slay Loki during Ragnarok.).
                            for the Mask of Terror, I was able to come up with the following -

                            The Terror Mask ●●●●
                            The “Terror” Mask is a carefully carved wooden mask with a leering “death’s head” motif. It is Mayan in origin, but its exact age is unknown. It is believed to have been worn by priests during sacrificial ceremonies.
                            Size: 2 Durability: 1(5) Availability: 4
                            Powers
                            Indestructible: The Terror Mask is resistant to damage and, regenerates a point of Structure every night even if it's been destroyed previously. If the Spirit of the Mask is removed through exorcism or other means then the relic is destroyed automatically.

                            To use the following abilities, the possessor must spend 4 points of willpower to gain the Bonded Relic condition.
                            Monstrous Transformation: When the mask is worn, the Spirit of the Mask applies the Claimed Condition to the wearer immediately. The wearer also gains the following Dread Powers – Armored Hide 2 and Regenerate 2 . Unlike most Claimed, the wearer retains their own personality and goals, but gains a Persistent Urged Condition as the Spirit of the Mask offers suggestions and advice directly into the wearers mind. This Urged condition persists as long as the relic is Bonded, even when the mask is not being worn.
                            Drawback
                            Irremovable: Once the wearer dons the Mask, it cannot be easily removed. It cannot be removed by any outside force, but the wearer may spend a point of Willpower and make a Resolve + Composure roll with a penalty equal to [10-Integrity]; success allows the mask to be removed.
                            Possessed: The Terror Mask is inhabited by a potent, malevolent Spirit. This spirit has its own agenda, and will direct the wearer against its enemies (typically a host of monsters and spirits of even greater malevolence).

                            The Spirit of the Mask
                            The Spirit of the Mask is an entity driven by Bloodshed and Suffering. Its long association with ritual sacrifice has attuned it to the physical manifestations of carnage, mutilation, and pain. Despite its dark nature, it focuses on driving out or dominating other similarly dark spirits (which it views as competition).
                            When manifested, The Spirit of the Mask appears as the disembodied upper torso of a muscular man, wearing a version of the Mask that is fused to its face,
                            Rank 3[Spirit]; Power 9, Finesse 6, Resistance 8, Willpower 10 Essence 20
                            Influence: Carnage 3
                            Ban: The entity is bloodthirsty, and it cannot resolve a conflict without violence Bane: the fresh remains of a person who died peacefully
                            Manifestation: Claim, Fetter, Possess, Twilight Form
                            Numina: Awe, Drain, Hallucination, Pathfinder, Regenerate, Stalwart

                            RE: The Red Hood

                            I could see a Relic that compels it user to commit crimes, as as far as the Red Hood as an entity, that would start to veer into the Ephemeral Entities thread. But I do like the idea of an ancient idigam that as been around for as long as mankind has had anything worth stealing, and has been the power behind innumerable gangs, mafias and syndicates all the way until the modern era.

                            RE: Herbie (and self aware vehicles in general)

                            Self aware vehicles are a classic case of something that straddle the line between Horror and Relic. I look at things from a "how will this be used in game". If you intend for the vehicle to literally have a mind of its own and isn't beholden to the whims of the PC's, then run it as a Horror. If the vehicle serves primarily as special equipment for the players to use (accounting for costs, quirks, and other drawbacks) then it is a relic.
                            Last edited by Reighnhell; 01-17-2018, 01:05 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


                            • #29
                              Originally posted by Reighnhell View Post
                              Re: The Mask(s)

                              I will give it some thought as to how I would approach these items as CofD style Relics. As far as Bans/Banes for the resident entities, I always try to pull something that resonates with the central ideas behind the concept. For the Mask, I am a bigger fan of the comics than the movie, so I still think of the mask as a African rather than a Norse relic. But using the Norse origin, I like the idea that the mask is empowered by an avatar of Loki (or at least a trickster spirit playing the part). A bane of Gold seems fair (for its connection to daylight, and for its association with Heimdall, the god destined to slay Loki during Ragnarok.).
                              for the Mask of Terror, I was able to come up with the following -

                              The Terror Mask ●●●●
                              The “Terror” Mask is a carefully carved wooden mask with a leering “death’s head” motif. It is Mayan in origin, but its exact age is unknown. It is believed to have been worn by priests during sacrificial ceremonies.
                              Size: 2 Durability: 1(5) Availability: 4
                              Powers
                              Indestructible: The Terror Mask is resistant to damage and, regenerates a point of Structure every night even if it's been destroyed previously. If the Spirit of the Mask 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.
                              Monstrous Transformation: When the mask is worn, the Spirit of the Mask applies the Claimed Condition to the wearer immediately. The wearer also gains the following Dread Powers – Monstrous Resilience, Regenerate, and Unbreakable. Unlike most Claimed, the wearer retains their own personality and goals, but gains a Persistent Urged Condition as the Spirit of the Mask offers suggestions and advice directly into the wearers mind. This Urged condition persists as long as the relic is Bonded, even when the mask is not being worn.
                              Drawback
                              Irremovable: Once the wearer dons the Mask, it cannot be easily removed. It cannot be removed by any outside force, but the wearer may spend a point of Willpower and make a Resolve + Composure roll with a penalty equal to [10-Integrity]; success allows the mask to be removed.
                              Possessed: The Terror Mask is inhabited by a potent, malevolent Spirit. This spirit has its own agenda, and will direct the wearer against its enemies (typically a host of monsters and spirits of even greater malevolence).

                              The Spirit of the Mask
                              The Spirit of the Mask is an entity driven by Bloodshed and Suffering. Its long association with ritual sacrifice has attuned it to the physical manifestations of carnage, mutilation, and pain. Despite its dark nature, it focuses on driving out or dominating other similarly dark spirits (which it views as competition).
                              When manifested, The Spirit of the Mask appears as the disembodied upper torso of a muscular man, wearing a version of the Mask that is fused to its face,
                              Rank 3[Spirit]; Power 9, Finesse 6, Resistance 8, Willpower 10 Essence 20
                              Influence: Carnage 3
                              Ban: The entity is bloodthirsty, and it cannot resolve a conflict without violence Bane: the fresh remains of a person who died peacefully
                              Manifestation: Claim, Fetter, Possess, Twilight Form
                              Numina: Awe, Essence Thief, Hallucination, Pathfinder, Regenerate, Stalwart

                              RE: The Red Hood

                              I could see a Relic that compels it user to commit crimes, as as far as the Red Hood as an entity, that would start to veer into the Ephemeral Entities thread. But I do like the idea of an ancient idigam that as been around for as long as mankind has had anything worth stealing, and has been the power behind innumerable gangs, mafias and syndicates all the way until the modern era.

                              RE: Herbie (and self aware vehicles in general)

                              Self aware vehicles are a classic case of something that straddle the line between Horror and Relic. I look at things from a "how will this be used in game". If you intend for the vehicle to literally have a mind of its own and isn't beholden to the whims of the PC's, then run it as a Horror. If the vehicle serves primarily as special equipment for the players to use (accounting for costs, quirks, and other drawbacks) then it is a relic.
                              Excellent work! Whoever wears the Terror Mask can use the spirit's Influence to deal lethal damage with Brawl attacks and manifest natural weaponry like in the games, right? I personally would remove the Unbreakable Dread Power and replace it with more dots for Regenerate and 2 dots of Armored Hide. Rick has some moderate resistance to damage, but he is not that resistant, he just heals really fast. I would also add the Drain Numen. Everything else looks great!


                              Let Him Speak.

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                              • #30
                                Good Suggestions - I made the updates in the post.

                                Re: SplatterHouse

                                I have only played the Original three games, so I don't know what new powers the 2010 Remake added. But in the initial run, Rick had few tricks beyond strength and resilience and whatever weapons who could find. For using the Carnage Influence, I would say increasing the severity of injury would be a good use. Bruised flesh become pulped tissue and shattered bone, a bleeding wound becomes a gushing fountain of gore. In-game i would use the effect to increase severity (turn bashing into lethal, add an additional point of damage, or apply a tilt).


                                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

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