Difference between revisions of "Aaron's Artifacts"

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Skeleton Key
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Merit: Token (*)
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Custom token created/designed by Perry
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Dice Pool: Wyrd Cost: 1 Glamour
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Action: Instant Duration: One scene
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Mortal Mask: The mundane object that becomes this token is always a key of some sort, although whether this is an actual skeleton key or a normal house key is the decision of the individual, and rumors persist of some members that even have card keys that have received the enchantment. Regardless of it's mortal form, it always looks tarnished, unused, worn out, and barely holding together.
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Faerie Mein: Regardless of its mundane form, its fae mien always appears to be a large skeleton key made of blackened metal, charred wood. The skull of some tiny hedgebeast and some of its bones are inlaid inside the key.
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Catch: Whenever this key is used to open a door, the skull within the key comes to life and bites into the flesh of the changeling to drink some of its blood in payment. This causes one bashing wound.
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Drawback: The skull within the key bites deeper, upgrading the bashing wound usually received into a lethal wound. Additionally, the owner of the doorway unlocked in this manner will immediately become aware that someone has done so. Though they will neither know who (or what) specifically, nor how many people are coming through the unlocked doorway.
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Effect: When activated and placed against the lock, the Skeleton Key allows a changeling to open any door. This token can only unlock a door, and cannot be used to lock any doors, even if it previously unlocked it. Although this will permit the changeling entry, it does nothing to disable any alarms or traps that may have been set upon the door, and in this case, it is likely that going through the doorway will set off any such systems in place.
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When confronting doorways that are locked with magical wards, the changeling can make a contested Resolve + Composure + Wyrd roll against the one who set the wards, gaining entry to the chambers beyond only if the changeling achieves more successes. This only allows the changeling passage through the wards, but leaves the wards in place for any others that would seek entry. As in the case of mundane traps and alarms, magical ones will still be unaffected when the changeling opens the door, and will go off as they normally would.
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Revision as of 21:03, 17 November 2017



Unearthed Arcana
Token Compendium
MagicItems.jpg

Token Craftmason
Aaron Fletcher (Token Maker Dot-filled.pngDot-filled.pngDot-filled.png)

Crafts (Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png)
Relevant Crafting Specialties
Book-binding      Bonecrafting      Hedgespinning
Book-binding      Tokens

WoW-Hallow's End.gif

Patrons
Nathania mien.jpg
Nathania
(Lexicon Lenses)
Gisa chibi.png
Gisa
(Lexicon Lenses)
[[Image:|x150px]]
[[]]


“It all began with the forging of the Great Rings. Three were given to the Elves; immortal, wisest and fairest of all beings. Seven, to the Dwarf Lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of Men, who above all else desire power. For within these rings was bound the strength and the will to govern over each race. But they were all of them deceived, for another ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret, a master ring, to control all others. And into this ring he poured all his cruelty, his malice and his will to dominate all life. One ring to rule them all.”

The Lord of the Rings: The Fellowship of the Ring (2001)


The lucky penny that brings a great bargain, but must be passed along to another. The old key that opens up a lockbox filled with money, but at the price of your own safe being unlocked at the wrong time of day. The wardrobe that always provides you the "right thing to wear" for that special occasion, but the clothes will almost always get dirty at the end of the night, Fae lore is filled with stories of objects bestowed with magical powers. These items are either “liberated” from former masters in Arcadia or discovered deep within the Hedge. Some of these items are even forged by skilled changeling craftsmen. Seemingly mundane to the mortal eye, the Lost see these double-edged objects for what they are.

But it’s not all gold spun from straw. The magic inside a token is some of the same magic that pumps inside the hearts of the True Fae, and while powerful, it is in part corrupt. Every token comes with a drawback, a small curse or additional cost that use of the token invokes. Below are just a few Tokens invented and crafted by the Speaker for the Dead and member of Autumn courtier.




Bat Divider.png



A Treasure Trove of Trinkets and Tidbits
Lexicon Lenses (Token Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png)
Glasses-1.jpg
Mortal Mask: A cheap pair of costume glasses found at any convenience, clothing, or party store. Costing no more than $9.99 at most. The plastic lenses are usually scratched up a bit, having nothing protecting them from the elements.
Faerie Mien: The arms of the glasses become more gossamer in nature. Strong enough to hold the lenses in place, but fragile looking. The lenses take on a more blue-silver ephemeral glow to them once the magic of the Lexicon Lenses is in effect.
Activation: The lenses always appear to be caked with dust, dirt, and other airborne bric-a-brac, as well as severely scratched. The wearer must fog up the lenses once on each lens, then clean them with a black cloth. Upon activation, the lenses of the glasses appear clear and perfectly usable for the wearer.
Function: Translates any written language into a language understood fluently by the wearer of the Lexicon Lenses. This does not grant the user of the Token to automatically know the written language. So if someone does not speak Ancient Greek, wearing the lenses doesn't automatically grant them knowledge of the language--just the ability to translate words and sentences into a language the wearer does speak. The language is based on Mortal, non-magical languages only.
Drawback: When removing the Lexicon Lenses, the wearer suffers a -1 to all Wits rolls for the next 24hrs, as the wearer endures the similar effects of a migraine. Using a magical means of translating illegible words that the reader doesn't know into other words (that the reader understands/comprehends) can be weary on the person's eyes.
Catch: Using the Lexicon Lenses without proper due to the Wyrd causes the wearer to find it difficult speaking clearly. As though the words are on the tip of their tongue, but diminish before they truly come to clear thought. Similar to a mild case of aphasia. This will last for 24hrs.



Ear Worms (Token Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png)
Earpiece-1.png
Mortal Mask: A cheap Bluetooth earpiece used for cell phones. Costing no more than $10.99 at most. The earpiece should have a set up that allows for it to wrap around the ear for a secure fit.
Faerie Mien: Fashioned from the bone and some sinew of a worm-like Hedgebeast, the bone forms the inerior of the earpiece that fits snug within the wearer's ear and ear canal. The more flexible material curls itself around the outter ear. Once the magic of the earpiece is in effect, the bone within the ear canal widening just a bit. Not enough to cause damage to the wearer, but you wouldn't want anything thinking it's a small cavernous dwelling either. Then there is the wetness of a slick like appendage that wiggles itself further into your ear, giving the sensation of the world's worst (or best depending on how you look at it) Wet Willie. The remaining part of the Ear Work that rests on the outside of the ear hardens and looks like a calcified ear brace.
Activation: The earpiece always appear to have some sort of with dust, dirt, and other airborn bric-a-brac inside the small hollow that goes inside the wearer's ear. The wearer must blow into the earpiece (like you use to with old NES games). Once placed inside the ear, one must tap the earpiece three times while say "Testing! 1...2...3" for the Token's magic to activate.
Function: Translates any spoken language into a language understood fluently by the wearer of the Ear Worm. This does not grant the user of the Token to automatically know how to speak the language. So if someone does not speak Ancient Greek, wearing the Ear Worm doesn't automatically grant them ability to verbally speak the language language--just the ability to translate spoken words and sentences into a language the wearer does audibly comprehend. The language is based on Mortal, and magical languages do not apply.
Drawback: When removing the Ear Worm, the wearer suffers a -1 to all Resolve rolls for the next 24hrs, as the wearer endures a strange inner-ear disorder that make sound echo funny within one ear (the ear that wore the Ear Worm). Using a magical means of translating illegible words that the listener doesn't know into other words (that the listener understands/comprehends) can be strenuous on the person's hearing, making it difficult to hear things correctly for a time.
Catch: Using the Ear Worm without proper due to the Wyrd causes the wearer to find it difficult hear and make out sounds clearly. As though the sounds are coming in and out of volume, pitch, and tone. Similar to a mild case of diplacusis. This will last for 24hrs.