Durability 2, Size 0, Structure 2
Description: This small ring looks to be made of some dull, grey metal. It is shaped like a crocodile looped over the finger, with the snout pointing outward slightly. At the bottom of the ring are two seams, and it has a faint, powdery, green sheen to it.
Background: The Thief has changed hands many times over the centuries, but it is apparent that it is a copper ring shaped like a crocodile. Some aspects of its design and history suggest that it may have come from Egypt, though it is just as likely that someone was trying to copy the design.
Some scholars suspect that the ring's history has something to do with the worship of Set, as it aids with travel, while others think it invokes Sobek to protect the wearer from watchful eyes. Of course, it's just as possible that someone used the design because it looked pretty. No one knows.
Forgettable (••••): The ring makes the user easily overlooked. By twisting the ring once and rolling Wits + Stealth, the user becomes invisible — not to sight, but to the minds of others. So long as the person does not draw attention to herself (by stealing objects larger than her Size or committing violence on others), then she continues to be invisible. If she does draw attention, the invisibility ends. Note that, unlike the typical power, she does not risk being forgotten or forgetting herself.
Unnatural Travel (••••): By using the ring's exposed edge to etch a mark into a substance, the user can make that mark into a portal. The user can create two such marks and travel between them freely by spending 2 Willpower and rolling Wits + Manipulation. On a success, she disappears from one location and reappears at another one minute later. An exceptional success reduces this time to one turn; a dramatic failure causes the user to reappear at her point of origin one hour later covered in scratches and bruises (having taken four points of bashing damage).
(Curse) Derangement: The user finds it easier to avoid problems rather than facing them. Using this ring, the user gains the Avoidance derangement until the next day or until she sleeps for eight hours, whichever comes first.
(Curse) Vulnerable: For four days after using the ring, the user is susceptible to magic. Any supernatural powers used against her add +2 dice during this time.