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Thursday, April 30, 2015

Artifact April #30: The Comb of Youth and Vitality [systemless]

The Comb of Youth and Vitality is an ivory comb with an opal set in the handle.  It always feels unnaturally cold to the touch, and its presence sets one's teeth on edge, like drinking a cold drink with sensitive teeth.

The first person to use the Comb of Youth and Vitality removes one year of age for every brush stroke.  This person instantly feels themselves getting younger and more energetic, and so can usually determine what is happening and stop before, say, becoming a child.

You're going to want to write down how many years the first person removes, though.

All subsequent users of the comb age that many years for each brush stroke.  So, if the first person removed twenty years of age, all subsequent users become twenty years older for each brush stroke.  Brush your hair in four strokes, and you're now eighty years older (and likely dead, if you're a normal human).  If your players like to tinker, it's likely at least a couple of them will try the comb, hoping that the effect will somehow skip a person or whatever.

After the initial use, the enervation effect lasts for a number of years equal to the years of age stolen.  So, if you lost twenty years of age, all subsequent users will gain twenty years per stroke for the next twenty years.  Then the comb "resets" — probably after a group of concerned do-gooders locked it away somewhere and it has been forgotten.

Just in time for another to use the comb.

Wednesday, April 29, 2015

Artifact April #29: The Sammas [Dungeons & Dragons]

[Dungeons & Dragons]

(With all apologies to the Finns, as the Sammas is another name for the Sampo.)

According to the legends, the Sammas is a large, ornate, ivory drinking horn, carved with magical runes, which is always full of water.  The legends are exceedingly hazy on its pedigree, although must suggest it was made by an unnamed craftsman to purify the River of Tears, grown corrupted by the blood of dead primordials, or that it was made to provide enough water for the craftsman's village.  (A few legends claim the Sorrowfell Plains used to be desert, and the Sammas is the vessel that made them the verdant plains they are today.  These tales also tend to claim that the dead god Sorg made the vessel.)

The important, common element is that a craftsman needed a lot of pure water, and so made the artifact.

The Sammas is similar to a decanter of endless water, in that it produces limitless water.  However, there is no variance to the amount of water — if poured out, it always pours at a rate of one gallon every six to ten seconds or so.  (One gallon per round, like the "stream" setting of the decanter.)  Unlike a decanter, though, this water is pure (and should likely be treated as holy water).  So pure, in fact, that it purifies things it touches.  Water from the Sammas will decontaminate food, drink, people, and objects as per the spells purify food and drink, neutralize poison, or remove disease (or their local equivalent in whatever game system you happen to be running).  It will also purify areas and people of various types of corruption, and possibly even throw off haunting or possessing spirits.

The main problem with the Sammas is its location.  It has been lost for centuries, and no one has yet determined its location.  It is commonly thought the be hidden somewhere in the Hoarfrost Ridge, far to the north, but it could legitimately be anywhere.  (It is thought that some shrines advertise a connection to the Sammas either as an attraction to bring pilgrims or as a trap for the unwary.)

The last person to seek the Sammas was the fey noble, Lady Graunwen, who departed with a retinue of elves to seek the artifact in the autumn.  Since her final message last winter, two search parties have gone to find her.  Neither has returned.

Tuesday, April 28, 2015

Artifact April #28: The Excision Shears [systemless]

The Excision Shears look like a rusty old pair of scissors — big scissors, like your grandmother would use to cut fabric.  They cut things, as well they should.

The fact is, they cut things really well.

Anything that can reasonably fit between the blades will get cut.  If it's too big, you can't get enough leverage to get started, but anything smaller than that is fair game.  As a rule of thumb, if you have to open the blades more than 90°, you're not cutting it.  You could cut a high-tension wire, but you couldn't get enough leverage to cut a car in half.

The weird thing about the shears, though, is the fact that they cut things that aren't supposed to be cut.  Like emotions.  If you cut your hair with them, you'll always feel better about the new haircut, because you simply won't have an emotional connection to the old one anymore.  Cutting that high-tension wire will always feel cathartic, because it never should have been together in the first place.  The new state always seems more natural than the old one.

That's not the only thing, though.  If you cut up a book, the new book seems more pleasing than the old one.  Nobody knows how far this effect spreads, although if you decide to play William Burroughs and use the cut-up pieces to make a new work, it'll probably be well-received.  (Maybe it's possible to drive a popular book back into obscurity this way.  Or maybe only the person holding the scissors will think the new version is superior.  Or maybe only the author loses the emotional connection.  Who's to say?)

The most disturbing usage of the scissors, though, is with modern photographs.  Cut up a photograph the right way, and you can make someone uncomfortable in their own skin, because they no longer feel the same connection to how they look at they used to.  Or maybe they think one of their features is now extraneous.  Maybe you'll drive them to self-harm, because that part needs to leave.  Or maybe they just grow lethargic and apathetic about it, they just don't care.

And of course, if you cut between people in a photograph, they'll lose their emotional connection with each other.  Maybe someone will use this to make enemies not hate each other so much, but it's always more likely that some vindictive sort will make lovers drift apart.  It's never a sure thing, and some people can resist it, but it's still going to make for a rough time in your life when those whom you hold dearest now seem distant and alien.

Monday, April 27, 2015

Artifact April #27: The Conveyance Mirrors [Mage: the Ascension]

[Mage: the Ascension]

(8-pt Artifact)

The Conveyance Mirrors are a set of objects created by Adeptus Astrum, the leader of a small, research-oriented cabal called "Gibil Esagil" in the town of Brady's Glade, NE.  (He hoped to use them to coordinate actions with another, larger cabal, although he was rebuffed.  It is, of course, entirely possible that he might try to contact another cabal to assist in Gibil Esagil's research.)  Consisting of two floor-length mirrors with Enochian glyphs carved around the frame, each mirror has a small panel on the right side of the frame, right about where a doorknob would go on a door.  This panel is marked with a crown, and if it is flipped open, causes the mirror to immediately transform to a portal connecting to the opposite mirror if and only if the other mirror's panel is also flipped open (this is a safety precaution to help prevent unauthorized travel).  Through this portal, one can travel across any distance to the opposite mirror.

(The mirrors are enchanted with a variation of the Correspondence 4 rote, Hermes Portal, although they are enchanted such that the rote is permanently in effect.  This is fairly vulgar, and so the mirrors should probably be stored in a sanctum, lest Disbelief and Paradox rear their ugly heads.)

If the panels are closed, the mirrors will not function.  If a mirror is placed facing a solid object, the object will block the portal, although a sufficiently strong character can certainly attempt to break the barrier to traverse the portal.

If a mirror is broken, both mirrors break and become inert, leaving behind eight pawns of Tass in the form of mirror shards.

Sunday, April 26, 2015

Artifact April #26: The Lentic Helm of Lordship [Dungeons & Dragons]

[Dungeons & Dragons]

The Lentic Helm of Lordship is a strange and grotesque object.  Meant to be worn on the head, the Lentic Helm is a domed structure made of some manner of transparent gelatinous substance, rather like the flesh of a jellyfish, and held together by surface tension or some strange cohesion of molecules.  The back of the "helm," such as it is, bears several clear, writhing tendrils; these are purely decorative, but tend to unnerve viewers and wearers alike.

The Lentic Helm allows the wearer to issue short commands (maybe five words or so) that must be obeyed, rather like the suggestion spell.  Unlike suggestion, these commands can be harmful to the listener — "Strike yourself!" is just as acceptable as "Sleep!" or "Flee this place!"

Victims must make a saving throw vs. spells/magic/Will (with a +1 bonus for every victim beyond the first to be affected) or else carry out the instruction for one minute.

The origin of the Lentic Helm of Lordship is unknown, although Far Realm influence is suspected.  Some scholars even think that the Lentic Helm might be the work of the aboleths — as much a tool of control as a trap for the unwary who dare use it.  A few dark rumors even suggest that the thing is alive, and part of the aboleth lifecycle.

Saturday, April 25, 2015

Artifact April #25: The Thief in the Night [new World of Darkness]

[new World of Darkness]

4-dot Relic

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.

Effects

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.

Friday, April 24, 2015

Artifact April #24: Reading Glasses [new World of Darkness]

[new World of Darkness]

2-dot Relic

Durability 3, Size 0, Structure 3

Description: This looks like a pair of antique reading glasses.  The frames are tarnished, but the spectacles are otherwise unremarkable.

Background: The origin of these glasses is not immediately apparent.  The age suggests sometime in the mid- to late-nineteenth century, although the manufacturer, if any, is not apparent.  They are probably worth a little on their own, and definitely worth more to the right buyer who understands their mystic properties.

Effects

Knowledge Seeker (•): By spending 1 Willpower point, the character's next Research extended action task will be reduced from 30 minutes per roll to 5 minutes per roll.  If the time interval is not 30 minutes, assume it is reduced a comparable amount (roughly by a sixth).

Potent Success, Attribute (•••): By spending 2 Willpower points, the character's Academics rolls all gain the 9-Again quality for the rest of the scene.  This power may only be used once per 24 hour period.

(Curse) Vulnerable: However, meddling with alien forces does have its dangers.  After using the Potent Success power (above), the character becomes vulnerable to supernatural or magical powers.  For the next three days, any creature using such an ability on the character gains +2 dice to its roll.

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