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  • #16
    Originally posted by Leliel View Post
    Geistblatt, the Whispering Blade (Amulet ****)
    I like it! The subversion of 'evil whispering weapon' is fun.

    Any idea what kind of Vessel a magical drum should be? I'm basing it on this: https://cultistsimulator.gamepedia.com/Wakeful_Tympanum
    Last edited by ajf115; 12-30-2019, 10:16 AM.


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    • #17
      In the meantime, another seba:

      A Spark From the Forge of Days (Artistic Seba ••••)

      Power: There are not enough hours in the day, nor enough days in the year - save for one who bears this word of power. This seba’s power may be invoked when the bearer embarks upon an Extended action of any kind. No matter how long the interval of the action or how many intervals she takes, the task will be completed or abandoned within twenty-four hours. This does not accelerate her actions per se - she still experiences the usual passage of time, and must eat, drink and sleep as normal, but somehow she may work for weeks or years within a single day. This effect ceases completely upon completion or decisive failure of the Extended action.

      This power may only be invoked once per lunar month, refreshing on the night of the new moon.

      Curse: In a way, this seba’s power is its curse - in the half-real time it creates, the user ages as normal. The Arisen are ageless, but ironically have almost a lesser tolerance for its curse - they experience Descent rolls according to their subjective timeline as opposed to that of the normal world. Immortals with a ‘time limit’, such as Blood Bathers, treat the seba’s time as determining when they must undertake to extend their lives, while those without, such as Eternals, are more resistant to its effects. Additionally, a Dramatic Failure on the Extended action causes the bearer to immediately age one year or suffer an immediate Descent roll. Finally, one who invokes the seba's power may not willingly abandon the Extended action; she is compelled to pursue it to completion, failure or her death. The Deceived are immune to this curse entirely.
      Last edited by ajf115; 12-30-2019, 12:42 PM.


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      • #18
        I had about a project detailing about 200 various relics during Mummy's 1st ed run. I lost a bunch of it when the forum shifted, but I have the outline of about 175 of them that some time I plan to get back too. It was fun back in the day.


        It is a time for great deeds!

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        • #19
          So I have come up with another, slightly less impressive relic that I nonetheless found it to be super fun!

          The Bestial Bracelet(3 dot Uter)

          Size 1, Durability 3, Structure 3

          Description: This ancient decoration is a prime example of the feral, living power that all relics of the shell represent. While it is unknown when this artifact was fashioned, it is known that it first gained attention from the Arisen population during the French and Indian War, the vessel being used by several Native American warriors along with a handful of French colonists as a weapon against the British. At a glance the Uter isn't that overly interesting to look at, being a collection of teeth and claws of several predatory animals and colored clay beads strung along a cord of leather. Once worn and activated however, the teeth become gleaming-white and the beads regain their vibrancy. Those who wore this relic were reported to possess the strength and ferocity of a pack of wild animals, and it is theorized that this relic, and others like it were the source of many stories that unfairly demonized many native peoples for the decades to come.

          Power: When activated by the user with a point of Willpower or a point of Sheut, the relic imbues the user with the benefits of the Beast Soul Fury Affinity for the remainder of the scene, even if they do not possess Sekhem or Pillar points, using willpower points in place of pillar points.

          Should one of the Arisen who already possesses Beast Soul Fury activate the relic, the Bestial Bracelet instead enhances the users unarmed strikes by granting them talons forged from Sekhem, acting as a 2L weapon. If used against another Deathless or one of the Lifeless(including creatures such as vampires or materialized ghosts) the talons inflict aggravated damage instead.

          Curse: The danger of channeling the animal instinct of predators is being subsumed by their base urges. So long as the user wears the relic, they suffer a -2 penalty to all mental rolls made to resist indulging their Vice or avoiding activating the relic. Priests of the Su-Menent are immune to this curse.
          Last edited by Korogra; 09-06-2020, 09:05 PM.

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          • #20
            Originally posted by Korogra View Post
            So I have come up with another, slightly less impressive relic that I nonetheless found it to be super fun!

            The Bestial Bracelet(3 dot Uter)

            Size 1, Durability 3, Structure 3

            Description: This ancient decoration is a prime example of the feral, living power that all relics of the shell represent. While it is unknown when this artifact was fashioned, it is known that it first gained attention from the Arisen population during the French and Indian War, the vessel being used by several Native American warriors along with a handful of French colonists as a weapon against the British. At a glance the Uter isn't that overly interesting to look at, being a collection of teeth and claws of several predatory animals and colored clay beads strung along a cord of leather. Once worn and activated however, the teeth become gleaming-white and the beads regain their vibrancy. Those who wore this relic were reported to possess the strength and ferocity of a pack of wild animals, and it is theorized that this relic, and others like it were the source of many stories that unfairly demonized many native peoples for the decades to come.

            Power: When activated by the user with a point of Willpower or a point of Sheut, the relic imbues the user with the benefits of the Beast Soul Fury Affinity for the remainder of the scene, even if they do not possess Sekhem or Pillar points.

            Curse: The danger of channeling the animal instinct of predators is being subsumed by their base urges. So long as the user wears the relic, they suffer a -2 penalty to all mental rolls made to resist indulging their Vice or avoiding activating the relic. Priests of the Su-Menent are immune to this curse.
            I like it, though my questions would be what it does for someone who already has Beast Soul Fury, and whether this clause of the Affinity:

            She is considered to have Sekhem 10 for the sole purpose of reinforcing her Strength and/or Stamina with Pillars.
            Has any effect on people without Sekhem or Pillar points. Do they gain the ability to reinforce physical Attributes with, say, Willpower, or...?

            Also, given the sharp drawbacks of BSF itself, apart from the Curse, I'm wondering if this should perhaps be 2-dot instead of 3.


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            • #21
              yes, they spend willpower. If you have the affinity already, it provides no benefit.

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              • #22
                Edit: After giving it some thought I decided that in order to make the Bestial Bracelet more accessible and to justify its three-dot rating I would give it a secondary Effect depending on the user, as well as clarifying that a non-mummy is able to use their willpower points to reinforce their strength or stamina.

                Hopefully that makes it a little more interesting and fun, ajf115
                Last edited by Korogra; 09-06-2020, 09:06 PM.

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                • #23
                  Originally posted by Korogra View Post
                  Edit: After giving it some thought I decided that in order to make the Bestial Bracelet more accessible and to justify its three-dot rating I would give it a secondary Effect depending on the user, as well as clarifying that a non-mummy is able to use their willpower points to reinforce their strength or stamina.

                  Hopefully that makes it a little more interesting and fun, ajf115
                  I like it very much.

                  Now, wanna give me an idea for a Relic to write up?


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                  • #24
                    The Aristaean Hive (Regia ••••)

                    Durability 1, Size 4, Structure 6
                    The origins of the Aristaean Hive are drowned in the deeps of time, and obscured by the many conflicting currents of history. No records or memories exist of it prior to the Mediterranean Bronze Age collapse, but this does not rule out the possibility that it existed beforehand, and those records were simply lost in the fall of cities. And, of course, the memory of the Arisen is notoriously fallible. Regardless of its true origins, records exist of the Hive from around the time of the Peloponnesian Wars, and have followed it from there through history, often through the hands of secretive cults desirous of immortality. Its name was a later invention, that of an eccentric Victorian collector who connected it to the myth of Aristaeus.

                    The Hive itself is a peculiar construction of lacquered cedar wood. Marks on its surface indicate that it was once inlaid with semiprecious stones, but these have long since been pried off. Its inside superficially appears to mimic that of a modern artificial beehive, but sets its frames at strange angles which an occult geometrist could correlate with symbolism of long life and immortality.

                    Power: The Hive’s occult geometries concentrate life-force within the honey produced therein, giving it miraculous properties. Given appropriate conditions (good weather, access to flowers etc), the hive will produce enough of the mystic honey for one effective portion per week.

                    A character who consumes a portion of the honey heals at twice the normal rate for the next week and gains the Hale Condition. Additionally, for each portion of the honey a character consumes, if they are past their prime they revert by two years towards their prime (generally somewhere in their early- to mid-twenties), reducing any impediments cause by age, infirmity and the like. This benefit lasts for one year following consumption for each portion.

                    Note that this does not actually extend the drinker’s lifespan; they simply remain in the bloom of full youth until their allotted span is lived out (generally around 120 years or so total), at which point they begin to age to death rapidly over the course of a month, during which the honey is not effective no matter the quantity. This doom can come as a horrible surprise to one who believes they have found the secret of immortality, and can lead to wild seeking of new means of longevity before the hourglass runs out.

                    Additionally, if one does not have a population of bees to introduce to the Hive, one may slay a living creature of Size 5 or greater within five yards of the Hive and make a Resolve + Occult roll at a -2 penalty. On a success, if the carcass is left to rot bees will emerge from it and take up residence within the Hive.

                    Curse: The burgeoning life-force focused by the Hive also affects its inhabitants. The bees grow in intelligence and become fiercely territorial, and will defend their prize with their lives. The Hive is the center of an instance of the Swarm Tilt ten yards in radius, with the Deadly, Persistent and Venomous Factors. The bees are smart enough as a collective to worm their way into ordinary beekeeper’s gear (fully sealed protection is required to be effective) and will fly out to attack any possible intruders with extreme aggression. They are immune to any power to command animals that does not spring either from another Vessel or from an Utterance, filled as they are will the living power of Sekhem, but they are still bees and can be driven back with thick smoke and by other such means.

                    The Arisen are immune to the venom of the bees, and their dead flesh negates the Deadly Factor of the swarm. The bees will not attack a member of the Mesen-Nebu, as they recognize the seniority of those greater alchemists.
                    Hale
                    Your character's body has been fortified against harm. When you’ve failed a roll to resist poison or disease, or to remain conscious due to injury, resolve this Condition to instead treat the action as if you’d rolled a single success. If the roll was a chance die, you may resolve this Condition and roll a single die instead.

                    Resolution: Use the Condition, as noted.
                    Also, if you're interested there's a Closed Rite I created to turn extended youth into immortality: http://forum.theonyxpath.com/forum/m...ry-rites/page3
                    Last edited by ajf115; 09-12-2020, 11:06 AM.


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                    • #25
                      Oh, I like this one!

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