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INFERNAL GRIMNORIES
C.O.T.E.B CREATIONS
----------C.O.T.E.B RELICS---------
C.O.T.E.B. RELIC ARMOR
C.O.T.E.B. RELIC WEAPONS
C.O.T.E.B. RELIC GEAR

RELICS

Relics are available for those who have reached ACCOYLTYE (RANK 2) within the cult.

Relics come in three distinct flavours. Infernal Grimnories, C.O.T.E.B Creations and C.O.T.E.B Relics. Relics can be every bit as powerful as Infernal Gifts, Evocations and Rituals.

  • INFERNAL GRMNORIES: Are tomes and books that contain the actual soul of a demon. Infernal Grimnories can help with Occult Research and are vital for casting  Rituals.

  • C.O.T.E.B  CREATIONS: Are inventions that have been created in the modern nights. While many appear to have a Technological appearance, there is actually little to no actual technology in place. The magic of  Celestial evocations carries out all the functions. Making these devices 100% hack proof.

  • C.O.T.E.B RELICS: Collections Outset Trust and Educational Benefactors are not -coincidentally- leaders in world wide archaeology. It's secret mandate is to collect items from the Age Of Wrath, the 1000 year war between the heavenly hosts. Needless to say the organization has an impressive unparalleled collection of powerful artefacts from this time. These items tend to be very expensive in terms of xp

  • ENHANCHEMENTS: Some items have an enhancement field, This means those with the  LORE OF THE FORGE: â—‰ ENHANCE OBJECT:  can enhance the item with a successful lore of the forge roll. Items without this field cannot be tampered with further.

  • Once an Enhancement is applied the item cannot be enhanced further. 

  • ITEMS (As there are so many) MUST be represented on characters avatar. OR conjured via use of one of the conjuration powers/effects.

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INFERNAL GRIMNORIES

Infernal Grimnories are essential for those who wish to purchase book bound rituals.

â—‰         LIMITED: 35XP

◉◉      INFORMATIVE: 75XP 

◉◉◉   COMPREHENSIVE: 150XP

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Infernal grimoires are rare and insidious devices employed by the Earthbound as research tools. They entrap demonic souls, but unlike other demonic items, the powers of the relic are actually trained upon the soul that inhabits it.

 

Such books are usually finely wrought, unique tomes that contain a wealth of arcane information. The most powerful of tomes are intricately ornamented with gems or precious metals and crafted from the finest paper and bindings.

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The book will fly open at its owner’s unspoken command, pages flipping past in a blur until it arrives at the information for which the reader is searching. An infernal grimoire usually employs a powerful version of Speak with the Dead to compel the spirit within to reveal any knowledge it possesses that may be of use to its owner. In a literal sense, the entrapped spirit is an open book to the owner.

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Advanced versions of these books also possess evocations of the Lore of Patterns, the better to predict the needs of the book’s master before a demand is even made.

 

ACTIVATING A GRIMNORIE:

ROLL: FAITH

DIFFICULTY: 12+ 

OR

SPEND: 1 Point of faith.

DURATION: GRIMNORIE REMAINS ACTIVE THROUGHOUT SCENE.

Once the Grimnorie is activated the user may use any ritual they have  purchased (Providing the Grimnorie Relic pool can cover the total â—‰ of ritual)

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â—‰ Limited:                    RELIC POOL â—‰â—‰â—‰â—‰â—‰ ◉◉(7)                   TORMENT â—‰ (1)              

These tomes are relatively simple, compared with the baroque glories of more advanced relics, and they allow only limited communication with the trapped spirit. Such grimoires are the easiest to create, so they are the most common. 

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◉◉ Informative:            RELIC POOL â—‰â—‰â—‰â—‰â—‰ ◉◉◉◉(9)             TORMENT ◉◉◉ (3)     

These grimoires contain memories of the demon, such as known rituals, some or all of the demon’s history since his release from the Abyss and access to other useful modern-day information. Informative books are easier to interact with and will move independently to suit the owner’s needs. 

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◉◉◉ Comprehensive:   RELIC POOL â—‰â—‰â—‰â—‰â—‰ ◉◉◉◉◉ ◉◉(12)  TORMENT ◉◉◉◉◉ (5)   

These books contain everything the demon inside has ever known, felt, thought or done. The reader has full access to all memories of the demon, including historical information from before the rebels’ banishment to Hell. 

The Vessel Control capability allows the demon within the book to not only open and close in response to the reader’s wishes, it also gains a limited form of movement. It can fall off a shelf into a person’s open book bag, fall out an open window or be “blown” across the ground by the wind and the like. This power makes it very difficult for a reader to lose or dispose of the grimoire.

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OCCULT RESEARCH:

STORYTELLER ROLLS: Your Character's INTELLIGENCE + OCCULT + GRIMNOIRIE RANKâ—‰ Limited ◉◉  informative ◉◉◉ comprehensive) 

Occult Research with a Grimnorie must be made by the Coteb Storyteller as Elohim have a slightly different outlook on the supernatural.   

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The Grimnorie  can be activated once every scene. The user can read from it for as long as he wishes, but if he looks away or is distracted, he must activate the item again. Inactive grimoires cannot be read. Their pages contain lines of apparent gibberish, if their covers can be opened at all. In order to use the grimoire, the reader must pose a specific question for the book to answer.

 

NOTE: The spirit trapped in the book is not going to be innately helpful to anyone delving into its memories. In fact, most books actively attempt to sabotage readers with incomplete information if they can. A book will provide the exact information requested by the reader, in the amount of detail determined by the roll, but if the question is not framed in precise terms, the spirit will attempt to mislead the reader. Grimoires are not omniscient — if the trapped demon has no knowledge of the topic requested, the pages will remain unreadable. The infernal tomes do not "refresh" their knowledge. If it does not know the answer, asking it again about the same topic or subject will automatically fail.

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C.O.T.E.B CREATIONS

The following are not "Relics", in the collection but Demonically Enhanced Items that have been created in modern Nights. These items have all been created using the lore of the forge and various celestial lore combinations.

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RELIC POOLS

  • Relics often have something called a "Relic Pool" ranked 1-10.

  • If a Relic has a Relic pool you roll only the Relic Pool rank for Relic functions.

  • However Relics with Relic Pools require "Activation" which means making a faith test ( Roll faith : difficulty 14+) or spending a point of faith.

  • Once activated a relic remains active for the scene.

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  • TASER BLADE  (Lore of Storms ◉◉ Lore of winds ◉◉  )

COST: 10XP

An arm mounted Blade/Hand Taser combination. The lore of the winds makes the blade move quicker than most can perceive while the lore of the storms makes the less lethal option carry a powerful sting in its tail.

The Taser blade needs a faith roll of 12+ to activate for a scene or the spending of 1 point of faith.

The Taser Blade counts as a fist load for the purposes of combat.

ROLL:  STRENGTH + BRAWL + 2

Damage: Bashing or Lethal (choose on each hit)

Bashing option inflicts "Stun" status on victims and ignores victims armor. (Stunned victim -2 to all combat rolls for 1 turn)

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  • C.O.T.E.B P.D.A MULTITOOL: (50 XP)

RELIC POOL :◉◉◉◉◉ ◉◉◉◉◉ (10)  

This one of the more recent relics developed in the 21st century. Technology and demons don't usually go hand in hand, although thralls being of this modern time are more up to date with modern technology. The Multitool has  a cartridge expansion slot which allows for additional functionality. This device is often used by C.O.T.E.B field agents on archaeological digs and the many functions of the cartridges have been extremely useful in the field of archaeology, especially digs in foreign countries.

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The Multitool uses a combination of

Lore of light ◉◉◉◉◉

Lore of the firmament ◉◉

Lore of the forge â—‰

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ACTIVATION

When inactive the P.D.A has zero functionality other than alerting the user of incoming messages sent by another C.MT.

Captured C.MT's are a baffling conundrum to those attempting to understand its technology as circuit boards and internal connections seem to have no logical connection and even the battery and charging ports seem to lead to dead ends.

ROLL: FAITH DIFFICULTY 14+ Or Spend 1 Point of Faith.

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C.MT FUNCTIONS

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  • Secure Communications:

The PDA does not communicate over WIFI, nor any other conventional means of telecommunications. This means the PDA cannot be hacked by conventional means. The device also has no -hard memory- rather it recalls the information when it is required. Much like Grimoires the display is garbled nonsense as is any sound coming through. Only the receiver (the user upon activating the relic with a point of faith) can decipher the communications. The communications are as secure as telepathy, because in a sense it is!

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  • Technology Hacking:

The PDA can attempt to control any piece of technology within 50 meters. The difficulty depends on the item. 

ROLL: RELIC POOL

DIFFICULTY:

  • Simple switch/levers/buttons  ( Trigger, Firearm Safety, Revolver chamber, Magazine Release Switch.) Difficulty 14+

  • Complex machinery (Vehicles, factory assembly machines, VCR's) Difficulty 16+

  • Electronic Technology (Phones, PDA's, CCTV cameras, Television screens, Computer Screens ) Difficulty 18+

  • Mage Hypertech  (Mage wonders ) Difficulty as above but + 8 to the base difficulty.

Each success allows the PDA owner to control one item (providing its difficulty was beaten) within the immediate area (50 meters) and within line of sight of the PDA owner. The technology cannot be made to do anything outside of its normal operational parameters, however "not moving" is within operational parameters, so "jams" or "trigger locks" can be implemented.

NOTE: Some mage technology will have an inherent counter measure to prevent hacking.

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  • Hard Light Tools:

This function allows the creation of solid hologram working tools such as shovels, picks, hammers, screw drivers. etc.

The hologram is projected from the item and it becomes a solid tool that may be used during the scene. Power tools cannot be created in this way, and generally weapons are forbidden for this purpose. This tool generally exists for use in Archaeological digs ensuring a C.O.T.E.B archaeologist can travel light in the field. There is no roll required to suddenly conjure a shovel etc, though item does not appear in the users hand and a turn is required to pick up the object from the ground.

Duration: The tool remains useable for 10 turns.

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C.MT Cartridge 0001. Memory Expansion.

PREQUISITIE: C.O.T.E.B PDA MULTI-TOOL

RESTRICTION: Only one Cartridge may be slotted in the PDA at any time.

COST: 10XP

A simple upgrade of the relic pool when using the C.MT's basic functions.

ROLL: ◉◉◉◉◉ ◉◉◉◉◉ ◉◉◉◉◉ (15) when using C.O.T.E.B PDA MULTI-TOOL BASE FUCTIONS. 

Does not apply to other CMT Cartridges.

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C.MT Cartridge 0002. Nav com.

(Lore Of Paths â—‰)

PREQUISITIE: C.O.T.E.B PDA MULTI-TOOL

RESTRICTION: Only one Cartridge may be slotted in the PDA at any time.

COST: 10XP

A simple cartridge with  that allows the user to navigate to a destination through obstacles/blocks/avoiding detection. The path is displayed upon the C.MT's screen as a conventional sat nav. A path is a supernatural short cut while the user of the path can be visibly seen (unless using the avoidance criteria) they are not actually within the real world, but on a -path- This path may or may not cut through physical barriers such as walls, so long as there is an -actual- opening somewhere within the structure (Like a mouse hole, key hole, etc) to outside observers it will appear that the subject has walked through the obstacle.

System: Your character sets the criteria for the path she seeks, and you roll the relic pool (10) against standard difficulty (14) .

The number of successes required depends on the criteria set and the distance covered.

For example, if your character wants to find a path through a stretch of impenetrable forest or swamp, you might need only one success.

If she wants a path across an open field that allows her to move unobserved, you might need two or more successes.

A path that leads her unharmed through a raging house fire might require three or more successes.

If the roll fails, the path cannot be found

Duration. The path remains discovered and can be exited at anytime. However people can only move their regular amount of meters.

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C.MT Cartridge 0003. Door Crack

(Lore Of Portals â—‰)

PREQUISITIE: C.O.T.E.B PDA MULTI-TOOL

RESTRICTION: Only one Cartridge may be slotted in the PDA at any time.

Regardless of what kind of locks are in place, the lore of portals allows any door or window to yield to its power and open.

Generally a roll is made for the occasional botch test (roll of 1 or 2) however 90 percent of the time the door will yield.

System Roll Relic Pool, Difficulty 13. PDA must be pressed to the item to be opened.

This applies to all doors, be they doors to access a room, or doors on a cupboard /safety deposit box/ safe.

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C.MT Cartridge 0004. Diagnostic Tool.

(Lore Of Patterns ◉◉)

PREQUISITIE: C.O.T.E.B PDA MULTI-TOOL

RESTRICTION: Only one Cartridge may be slotted in the PDA at any time.

COST: 10XP

This allows user view a particular event and analyze the various forces that caused it to occur. This insight comes in the form of vague impressions that sharpen into detailed images as the PDA devotes its unblinking attention to them.

System: Your character must be at the location where the event in question occurred to work this evocation.

ROLL: Relic pool

DIFFICULTY 14+ 

The number of successes rolled determines how detailed the picture of a particular event is.

  • One success depicts the immediate circumstances surrounding the event.

  • Two reveal a few minutes preceding the event.

  • Three successes might take the demon back a quarter of an hour before event  to give a broader idea of the forces leading up to the event.

Duration =Instant

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C.MT Cartridge 0005. Universal Translator

(Lore of humanity â—‰)

PREQUISITIE: C.O.T.E.B PDA MULTI-TOOL

RESTRICTION: Only one Cartridge may be slotted in the PDA at any time.

COST: 10XP

The user can understand (and be understood by) mortals, regardless of what language they speak.
System: Roll Relic Pool (Difficulty 14). This affects a number of people equal to the successes rolled. The user can understand the speech of each affected individual and be understood in turn, even if all of the individuals involved speak completely different languages.  People who speak different languages do not understand each other when this power is used on them.

Duration = full scene.

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C.MT Cartridge 0006. Lie Removal Tool. 

(Lore of Humanity ◉◉◉) 

PREQUISITIE: C.O.T.E.B PDA MULTI-TOOL

RESTRICTION: Only one Cartridge may be slotted in the PDA at any time.

COST: 10XP

Subjects engaged in conversation with the user respond to his questions with complete candor. Unless made aware of it later with direct questions about events, the mortal affected by this evocation does not remember the details of the conversation. Unless gifted with a demon’s resistance to mind-control, thralls can be affected by this evocation as well.

System: Spend one Faith point and roll relic pool versus subjects willpower. If your roll is successful, the user can ask the subject  any questions she wishes, and the subject  answers with complete honesty.

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ENHANCED BODY ARMOR

COST: 50 XP

In stark contrast to ancient sacrificial knives, the Earthbound also exploit the fruits of modern science to their advantage. Enhanced armors have been popular since relics were first created, and it pays to keep up with technology in these dangerous times. Trapped within an inanimate receptacle, an unguarded Earthbound demon is in more serious danger than she would like. The guards and toughs from among its flock are vital for its safety, and maintaining their usefulness is in its best interest. The latest combat armors are just as suitable for improvement as bronze breastplates, and they are usually bestowed on an Earthbound’s more capable bodyguards and thugs. Although all forms of enhanced body armor are equally effective, they range in appearance from modern body armor to ancient suits of finely wrought mail. A set of enhanced armor must usually be activated before its improvements take effect. Such armors are common enough that the Earthbound prefer not to shoulder the cost of creation themselves. The activation is an entreaty from the mortal to the Earthbound, calling his master for protection even as he acts in his name.

SYSTEM:

Enhanced body armor generally requires activation. The user must call upon the name of the Earthbound who created the relic.

ROLL: FAITH

DIFFICULTY: 12+

OR spend 1 point of faith.

  • Without activation, the armor has a +2 defence bonus.

  • Once the armor is activated, its  increases to +6.

  • The unholy enhancement also allows unhindered movement for the wearer.

  • The user may dodge and perform athletic feats without penalty.

  • The armor protection remains even if the wearer falls unconscious.

  • Other armors may not be worn with Enhanced body armor.

  • Weapons that ignore armor may not bypass Enhanced body armor.

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FALSE ID:

COST: 15XP

Temporal influence is very important for an Earthbound cult. An Earthbound demon is very limited in its movement, so it must work through mortal servants much more than other fallen. Unable to assume positions of power itself, a typical Earthbound will work to give its mortal servants as much mundane authority as possible.

The false ID is an oft-enhanced item prepared for Earthbound thralls. The procedure is usually performed on falsified identity documents for police officers and various government agents, although it can just as easily be applied to any form of identification. Enhanced false IDs are much more effective at convincing other mortals that the bearer is who he claims to be. These items are usually given only to the Earthbound’s more trusted servants, who are performing important tasks for the demon.

SYSTEM:  Such items usually do not require any particular sacrifice by the user for activation.

Enhanced false IDs provide the user + 5 to  Manipulation + Persuasion for Credibility /Bluff/Con rolls to convince others that he is a legitimate police officer, CIA agent, Forest Ranger or whatever the ID says he is. 

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UNIFORM OF AUTHORITY:

COST 20 XP:

PREREQUISITE: FALSE ID. This is the uniform of a decorated US Navy captain; medals are pinned like Christmas tree ornaments to the front of the jacket. Sailors and naval personnel are quick to snap to attention when they see you wearing this uniform, and they will obey almost any command. Even non-naval personnel and civilians become more likely to listen and follow orders, convinced by your aura of authority.

SYSTEM: While wearing the uniform, the difficulty of all Charisma rolls decreases by three or +3 is added to Charisma rolls in contested rolls.

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ENHANCE OBJECT:  (Lore of the forge: â—‰ enhance object required) 

System: Roll Perception + Crafts (Textiles) 

Difficulty to enhance: 12+.

Successes

reduce the difficulty of Charisma rolls to a minimum of 10+

Duration: 1 scene or permanent if a faith point is used and 5 XP per success is paid.

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PRECISION TOOLS:

COST 30 XP:

This set of spanners, wrenches, pliers and other tools looks completely normal except that they’re kept in a toolbox made of reinforced steel with a combination lock. Tools like these are too valuable and useful to risk their loss or theft, for with these tools, even an amateur can repair a car engine, shut down an air-conditioning system or reverse a house’s plumbing system in moments. 

SYSTEM:

All appropriate Technology actions made using these tools have their difficulty reduced by three.

ENHANCE OBJECT:  (Lore of the forge: â—‰ enhance object required) 

System: Roll Perception + Crafts  

Difficulty to enhance: 12+.

Successes

reduce the difficulty of  Crafts or Technology  rolls to a minimum of 10+ (but not lore of the forge rolls)

Duration: 1 scene or permanent if a faith point is used and 5 XP per success is paid.

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HELLFIRE EXPLOSIVES

COST 60 XP:

From the outside, this item looks like a normal metal briefcase. That all changes when it explodes into fire and shrapnel, destroying lives and property within a wide radius. Open it up and you see the wires and devices, but which is the one to cut? The wires seem to change color and connections when you’re not looking, and the bomb’s failsafe's can defeat even the most experienced expert.

RELIC POOL :◉◉◉◉◉ ◉◉◉◉◉ (10)

SYSTEM:

Upon detonation:

ROLL: RELIC POOL for all targets within the blast radius.

This bomb inflicts  lethal damage within a 10 meter radius

and all rolls made to defuse it suffer a +2 difficulty penalty.

ENHANCE OBJECT:  (Lore of the forge: â—‰ enhance object required) 

System: Roll Perception + Crafts  

Difficulty to enhance: 14+.

Successes

increase the Relic pool, increase the blast radius or increase the difficulty of electronics rolls to defuse the explosives.

You may divide the success among either or each aspect mentioned above.

Duration: 1 scene or permanent if a faith point is used and 5 XP per success is paid.

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MUSIC OF THE SPHERES

COST 30 XP

This classic Fender electric guitar has been painted and decorated to become a heavy metal fan’s wet dream — flames, skulls, barbed wire, corpses and demons all dance on a jet-black backdrop. The guitar can make more than brooding riffs and growling chords, though. In the hands of a more soft hearted musician, it can produce music so sweet and beautiful that it could make angels weep.

All Performance rolls made using the guitar enjoy a -3 difficulty bonus.

ENHANCE OBJECT:  (Lore of the forge: â—‰ enhance object required) 

System: Roll Perception + Crafts  

Difficulty to enhance:

12+ for simple instruments (bugles, drums)

14+ for mechanical instruments (guitars, pianos),

18+ for electronic instruments (electric guitars, turntables)

Successes

Successes reduce the difficulty of appropriate Performance rolls. (Minimum 10+) 

Duration: 1 scene or permanent if a faith point is used and 5 XP per success is paid.

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IRONCLAD SECURITY

COST 20 XP

Throughout this small but prestigious office building are cameras, motion-sensors, heat detectors and other security systems. The system looks competent but not impregnable. Why, then are there so many failsafe systems? Why do the cameras seem to know where to look? And why do alarms ring despite every trick you pull to avoid detection?

SYSTEM:

Enhanced by demonic skill, the difficulty of all Stealth and Security rolls to bypass this system increases by two.

ENHANCE OBJECT:  (Lore of the forge: â—‰ enhance object required) 

System: Roll Perception + Crafts  

Difficulty to enhance:

14+ for a single small system

16+ for a complete security network.

Successes

Successes increase the difficulty of Stealth or Security rolls made to bypass the system. (Maximum 25+) 

Duration: 1 scene or permanent if a faith point is used and 5 XP per success is paid.

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STEALTH SUIT

COST 50 XP

Made from slightly padded black cloth, with a hood to cover the face, this traditional ninja obi looks useful for stealthy work, but not exceptional. Put it on, though, and you melt into the shadows to become nearly invisible. You can pass right by sentries like a ghost and creep through a crowded room without being detected.

SYSTEM:

The suit reduces the difficulty of Stealth rolls by three (+3 vs others) and provides an Armor defence rating of 2.

ENHANCE OBJECT:  (Lore of the forge: â—‰ enhance object required) 

System: Roll Perception + Crafts  

Difficulty to enhance: 12+ 

Successes

Successes decrease the difficulty of Stealth rolls (Minimum 10+ ) or increase the clothing’s Armor  Defence rating (Max 6)

Duration: 1 scene or permanent if a faith point is used and 5 XP per success is paid.

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MOURNING COAT

COST 20 XP

This elegant black coat would look out of place anywhere but a funeral procession, but its wearer will find it useful in many other situations. When the relic is activated, it allows the wearer to stand in the worlds of both the living and the dead at the same time. To both the living and the dead she becomes a vague, shadowy figure that can move through walls and solid objects. With a moment of concentration she can become more solid for a short time in one plane or the other, but will not become fully solid until the relic’s evocation ceases.

SYSTEM: 

ROLL: STAMINA + WITS

The difficulty is determined by the relative strength of the barrier in the area where the character wishes to pass.

SEE: THE BARRIER

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FLARE GUN

COST 20 XP

PREQUISITE: A purchased fire arm.

Unlike a traditional flare gun, this relic is a real firearm, usually a large pistol. Thanks to the power of its enchantment, though, this gun can fire more than normal bullets. The user can choose to fire a bullet of light — a packet of dense energy that blinds any target that it hits. This energy doesn’t come from thin air, though. The gun uses one real bullet to make one light bullet, converting the mass into brilliant energy.

SYSTEM:

Use The firearm statistics from the weapon you have purchased and applied this enhancement to.

This ability can only be used on single shot mode.

SPEND: 1 bullet from the weapons CAP + 1 Point of faith.

ROLL:    COMPOSURE + FIREARMS+ WEAPON ATTACK BONUS Vs Opponents DODGE or BRACE roll

SUCCESSS: Each success causes 1 Aggravated point of damage. In addition 1 meter per success centered on target is illuminated

DURATION: Illumination lasts 1 turn per point of shooters faith and inflicts 1 point of bashing damage  per success rolled to those within the area of effect.

TORMENT: The cultist may deliberately take a point of temporary torment to instead fill the target area with inky, suffocating darkness, affecting an area as above. All targets in area suffered the "Blinded" condition -4 penality to all physical actions.

NOTE: This does also conceal the targets from the shooter making further attacks against them for the duration suffer a +4 difficulty

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C.O.T.E.B RELICS

The Archaeology department of The Collections Outset Trust & Educational Benefactors, is one of the most highly organized and funded in the world. It should be no surprise that the organization who works for the Earthbound Demon Coteb seeks and collects demonic artifacts from the angelic war of wrath. The largest selection of supernatural and occult items are readily accessible to the Archaeology department, and therefore the cult.

 

  • These artifacts require cult leader permission to purchase.

  • These artifacts require rare relics from the war of wrath and so should not be common place.

  • As with all Coteb gifts the ability to use these relics is lost if one is expelled from the cult. 

  • NO XP REFUNDS.

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C.O.T.E.B RELIC ARMOR

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CONSECRATED ARMOR:

COST 70 XP

Chainmail is an anachronism in this modern age, but it can still be found in antique stores or made by medieval enthusiasts. It can also provide protection from the knives and guns of enemies. This fine chain shirt is impossibly light, thin enough to wear under a coat or jacket and tough enough to turn aside the most powerful attack. The shirt provides an Armor defence  of 6+  and gives no penalty to Dexterity-related rolls.

No other armor may be worn and dodge defence may not be used. 

ENHANCE OBJECT:  (Lore of the forge: â—‰ enhance object required) 

System: Roll Perception + Crafts  

Difficulty to enhance: 12+ 

Successes

Successes increase the weapon’s Armor Defence Bonus to a maximum of 8+  

Duration: 1 scene or permanent if a faith point is used and 5 XP per success is paid.

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ARMOUR OF MERCY

COST 40 XP
Anyone attempting to attack an individual wearing the armour of mercy is filled with the visceral understanding, just before he strikes, of the pain injury he is about to cause. The realization is normally so appalling that the attacker cannot bring himself to strike-and if he does, he feels the pain he causes. Armor of mercy looks like normal clothing,
no other armor maybe worn, as the enhancement hinges on the wearer having no protection.

SYSTEM:

The armor wearer may not make any hostile action and must be near Buddhist with his actions for this protection to work. (at least during the scene they wish protection in, No antagonism physical or verbal at all. )

Opponents wishing to attack the wearer must roll the following  EACH time he wishes to attack. 

ROLL: COMPOSURE + RESOLVE

DIFFICULTY: 10 + Armor wearers Faith rank.

FAILURE: the attacker cannot bring himself to strike.

SUCCESS: The attacker may strike the person wearing the armor , however...the attacker loses 1 â—‰ from all physical attributes 

for the rest of the scene due to the sympathetic pain he feels for his victim.

NOTE:  Should the wearer of the armor perform hostile actions, the protection of the armor is lost.

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ARMOUR OF AIR:

COST 80 XP

The armour of air is enchanted into a small symbolic adornment, often a brooch or a buckle. When it is activated, the armour protects the wearer from attacks both near and far. It generates a shell of near-solid air around the wearer that acts like a suit of Armor in protecting him from damage. It has several advantages over mundane armour as well. It is light and does not hamper the wearer. It is form more discreet than an outfit of solid metal plates or Kevlar vests. Greatest of all, it appears only when required. The captured spirit of angel or demon trapped inside makes sure of that.
SYSTEM:

  • ROLL: STAMINA + 5 OR DEXTERITY + ATHELETICS +5 against ranged attacks against your character.

  • Attackers must subtract  ◉◉◉◉◉ from Brawl & Melee attacks.  

  • The Armor does not provide defence against attacks that are not normally mitigated by Armor, unless the attack requires physical contact against the victim in which case the attacker must roll Strength + Athletics difficulty (14+) To touch the wearer in the first place.

  • The user of the Armor of Air suffers no movement /dexterity/dodge negatives.

  • No other armor may be worn as it would interfere with the protection of the armor, however dodge or parry bonuses may be applied as normal.

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ARMOR OF PORTALS:

COST 150 XP

This armor resembles plate mail in general construction, but rather than metal, each plate consists of a mirror-like portal which is imbued the doorway into darkness evocation. The effect is that any blow that strikes the armor actually strikes literally nothing at all. The only way to harm someone wearing this armor is to strike between the plates.

SYSTEM:

SPEND : TWO Points of Faith

DURATION: One Scene

  • The armor always subtracts 2 points of damage from the overall damage inflicted

  • This may negate damage entirely if just two success is rolled on an attack.

  • The armor provides no actual defence bonus itself.

  • No other armor can be worn the armor of portals.

  • Because the armor is comprised mostly of portals it has no weight or movement penalty.

  • Attackers who roll a Natural 20+  ignore the damage negation of the armor and damage the fragile joints, meaning the 2 point negation is lessened to one point negation for all subsequent attacks. If another natural 20+ attack is rolled after this, the armor is rendered broken for the remainder of the combat and provides no protection at all.

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BRACER OF BLACK DEFENSE

COST 100 XP

Made of blackened steel and cold iron, this antique bracer is engraved with images of warfare and archery. When worn by the user, it can animate her arm with a strange life of its own — moving independently of her will to block ranged attacks such as bullets and arrows! The bracer cannot block esoteric attacks caused by evocations, or spells  but it’s proof against normal attacks and it can deflect a .50 calibre bullet without taking any damage.

SYSTEM:

SPEND :ONE Point of Faith

DURATION: One Scene

EFFECT: The Bracer has its own relic pool which it uses to roll defence.

Once activated the character can not roll his own physical  defence but the demon trapped inside the bracer rolls for him.

MELEE or  BRAWL DEFENCE: â—‰â—‰â—‰â—‰â—‰ ◉◉◉◉◉ ◉◉◉◉◉ ◉◉◉◉◉

THROWN OBJECT /ARROW /CROSSBOW DEFENCE: ◉◉◉◉◉ ◉◉◉◉◉ ◉◉◉◉◉ ◉◉◉

FIREARM DEFENCE: (Bullets) ◉◉◉◉◉ ◉◉◉◉◉ ◉◉◉◉

AOE (no defence , must roll users)

PATTERN ATTACKS: The bracers are made of SYIR and add â—‰â—‰â—‰â—‰â—‰ to the wearers pattern defence.

NOTE: Bracer defence cannot be used with other defences buffs or abilities or weapon/armor bonuses.

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C.O.T.E.B RELIC WEAPONS

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PUISSANT BLADE:

COST 50 XP

This 19th-century duelling sword is a historical curiosity to most people, who no longer see swords as real weapons. More fool them. Enhanced by demonic power, this perfectly balanced sword is a killing machine, capable of slicing through armor and slaying a man in a single blow.

MELEE WEAPON (Roll Dex + Melee + bonus)

ATTACK BONUS: + 4

DEFENCE BONUS: +4

DAMAGE: Lethal

​

ENHANCE OBJECT:  (Lore of the forge: â—‰ enhance object required) 

System: Roll Perception + Crafts  

Difficulty to enhance: 12+ 

Successes

Successes increase the weapon’s Attack or Defence bonus. (Maximum is +8)  5 Successes can make the weapon cause aggravated damage. 

Duration: 1 scene or permanent if a faith point is used and 5 XP per success is paid.

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THOUSAND STRIKE SPEAR:

COST 70 XP

An ancient battle spear with a broken shaft, rumoured to have once belonged at one time  to King Leonidas of Sparta. Forged with the lore of paths the spear has an amazing accuracy but also the ability to guide its owner anywhere on the field of battle.

The spear with out activation performs as follows.

SYSTEM

Melee

ROLL: DEXTERITY + MELEE + 2 vs opponent's defence.

DAMAGE: Lethal (or bashing is haft is used)

OR

Thrown

ROLL: DEXTERITY + ATHLETICS + 2 vs Opponents Dodge or Brace roll

DAMAGE: Lethal (or bashing is haft is used)

​

However when the spear is activated the spear behaves in a totally different way. The character appears to throw the spear and disappear from view, appearing before one target, striking and disappearing and striking another. In effect this is an area attack that only strikes enemies of the weilder of the spear.

SYSTEM:

SPEND: ONE POINT OF FAITH:

RANGE: Select as many targets within 20 meters as you like.

ROLL: DEXTERITY + MELEE + 6 

DIFFICULTY: 12 + 1 per opponent selected.

Opponents Roll: DEXTERITY + ATHLETICS DIFFICULTY 16+ or STAMINAATHLETICSARMOR DEF DIFFICULTY 18+

DAMAGE: Aggravated

  • When activated the spear gives the wielder a + 4 dodge bonus

  • In addition, simply thrusting forward with spear allows the user to automatically escape a grapple as they are teleported 10 meters away from their grappler.

  • After the  attack, the character always ends in front of last target. (Wielders choice)

  • When activated the spear remains active for an entire scene.

​

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THE TITAN’S NET

COST 40 XP

This roughly woven net is made not from strong or cord but thin metal wires, and a small stone sits inside each knot. An odd weapon, this relic focuses on immobilizing an opponent and removing her from the fray, rather than hurting her. If the user manages to entangle his enemy with the net — which can be used in melee or thrown a few yards — the ground beneath the victim’s feet becomes like water, and she is dragged down into the earth itself. The net melds with the soil and ceases to impede her, but she’s still buried. She must dig herself out before she can engage her enemy again.

SYSTEM:

RANGE: Throwers STRENGTH + ATHLETICS meters.

ROLL: DEXTERITY + ATHLETICS vs OPPONENTS DEXTERITY + ATHLETICS

SUCCESS: 

A kind of vortex that sucks objects below the surface that begins to swallow the target.

The target is buried a number of feet equal to the total number of successes that you roll.

Digging out of the tomb of dirt requires an extended Strength + Athletics roll (difficulty 18+), rolled per turn.

Until the victim gains more successes than you rolled, she remains buried and suffers damage in the same manner as if she were drowning and is considered immobilized if any part of her remains above ground.

Other characters can assist with digging by rolling Strength + Athletics difficulty 18+ and adding their successes to the trapped character.

NOTE: Those with earth meld type abilities may escape the following turn provided they follow the rules for activating the power.

Undead do not drown.

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DAGGER OF VENOM

COST: 100 XP

This steel dagger appears to be nothing more than a normal hunting knife, but appearances are deceiving. The very essence of venom and impurity has been instilled into the substance of the blade, and it weeps out to poison and contaminate anything it cuts. Those unlucky enough to be injured by the dagger are struck down by an incredibly virulent poison, one unknown to medical science. Indeed, no evidence of poison or contagion is left in the wound — the poison is in the metal, not on it. A doctor must be lucky or very wise to even recognize that her patient has been poisoned.

SYSTEM:

ROLL: DEXTERITY + MELEE + 1 + any other attack bonus (that is not another weapon or brawl/ranged bonus) vs Opponents Def

Each success causes lethal damage as normal for a knife attack.

In addition each success lowers a target’s Stamina by 1 â—‰ temporarily.

If the target loses all of her Stamina, she falls into a coma and suffers one point of aggravated damage per hour per success remaining (Successes remaining after the target lost all stamina, minimum is 1 point of aggravted per hour  ) unless she receives medical attention immediately.

Stamina is lost for a number of days equal to the thralls Faith score.

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FLAMING SWORD:

COST: 150 xp

PREQUISITIE: A sword purchased from the weapons page.

Nothing evokes images of demons, angels and the Age of Wrath more than a sword encased in flame. These weapons are but poor shadows of the weapon Michael raised against Lucifer, but they are powerful enough to wreak untold havoc in the modern world. The flames that surround the sword’s blade at the wielder’s command will not harm the user, but they rake the hapless target of an attack with horrific burns.

SYSTEM: at start of combat 

SPEND :1 Point of Faith.

ROLL: INTELLIGENCE + RESOLVE

DIFFICULTY: 12+

SUCCESS:

Each Success creates an extra success to be added to swords successes.

DURATION: One Scene.

NOTE: The character has to score a minimum of 1 success against his target with the sword before he can add the additional successes.

Damage from the sword is aggravated, when it is activated and due to the fiery nature it  causes Rötschreck on vampires as soon as it is activated and swung at them, even if the sword user misses, the vampire cannot help but check for the red fear.

In all regards the sword functions as its sword type.

Only characters with fire immunity may disarm a character with a flaming sword those with out fire immunity suffer 1 point of aggravated damage per success rolled during activation.

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SPIRIT-CUTTING SWORD

COST: 50 xp

PREQUISITIE: A sword purchased from the weapons page.

Because spirits and ghosts can be harnessed and commanded by your enemies, it’s a good idea to have a defense against them. This enchanted silver and steel sword lets you sense nearby spirits — you see them as a hazy outline or smear of darkness. You can also physically attack spirits and wound them with the sword, even though their bodies are incorporeal!

The sword grants the normal attack and def bonus for its type and inflicts  lethal damage . (aggravated damage on garou due to silver element)

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WAND OF HOLY FIRE

COST: 50 xp

This archaic looking relic is a two-foot-long, intricately carved wand of black stone and burnished copper, with highlights of silver and crystal. When the wand is levelled at a nearby adversary and a word of power is spoken, blazing white fire leaps from the tip to consume the target, reducing mortal and demon alike to piles of ash. These wands were potent weapons in the Age of Wrath, and some demons use them still. Wise relic makers attempt to house such power in a less-obvious shell, however.

SYSTEM:

SPEND:  One Faith point

RANGE: 5 x Faith meters.

ROLL:  COMPOSURE + FIREARMS vs Opponents DEXTERITY + ATHLETICS

Every success generated by the roll inflicts one point of aggravated damage.

DURATION: Once activated the wand remains active for rest of scene.

As this is a fire attack, vampires must roll Rötschreck

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SLAYER’S SCYTHE

COST: 80 xp

This scythe looks too fragile for any serious reaping work — but this scythe cuts down souls, not wheat. A blade of thin, almost translucent black metal sits at the end of a length of blackened wood, worn by aeons of use. With a touch of the blade, the user can sever a mortal’s soul from her body. A lucky human might be able to resist this, merely being suffused with a paralyzing cold pain, with no wound to show the scythe’s touch. 

The Scythe has the following profile.

​

NAME: SLAYER'S SCYTHE

Attack Bonus: + 1 Defence Bonus +0 Damage: Bashing Conceal: Non concealable

SYSTEM:

SPEND : 1 Point of faith to activate the Scythe.

ROLL: DEXTERITY + MELEE + 1 + any other attack bonus (that is not another weapon or brawl/ranged bonus) vs Opponents Def

Do damage as normal.

In addition target must make a stamina roll Difficulty = 12+ Your successes.

If your successes exceed the target’s Stamina roll, he is killed instantly. (See Notes!)

DURATION: Once Activated the Scythe remains active for entire scene.

NOTES:

  • Undead cannot be killed with the slayer scythe.

  • Possessed characters simply have the possessing entity removed from them.

  • Death needs consent. However as an alternative to death the target can be knocked out for 1 hour per success rolled and suffer a derangement as their soul is tormented for that time in the shadowlands before making its way back to their body.

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STAFF OF THE SKY’S FURY

COST: 120 xp

Carved from the wood of a lightning-struck tree and finished with copper, platinum and crystals, this six-foot-long staff is both striking and extremely obvious. Most users don’t care about that, since the staff is not something that is meant for subtlety anyway. When the user invokes its power, a glaring stream of lighting bolts courses from the relic and strikes anyone the user targets. These bolts are powerful enough to set wood alight, melt stone or metal and reduce human beings to no more than greasy smoke.

​

The staff can be used in close quarters combat, however it is not its close quarters function many use the weapon for.

​

MELEE PROFILE:

Attack Bonus: + 2 Defence Bonus +1 Damage:  Bashing Conceal: Non Concealable 

Note:  Requires use of both hands:

​

RANGED ATTACK SYSTEM:

SPEND: One Point Of Faith.

RANGE: 5 x Faith meters

ROLL: COMPOSURE + FIREARMS + TORMENT + 10  vs Opponents DEXTERITY + ATHLETICS

DAMAGE: Lethal

DURATION: Once activated the staff can shoot every turn.

NOTES: Ignores Armor.

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ARROW OF CHRONOS

COST: 80 XP

PREQUISITIE: A bow weapon purchased with XP

Most of these rare relics are survivors from the Age of Wrath, though a few are still made today. Their rarity is less due to their power (although they are potent), and more due to archery being an uncommon skill in the modern world. These arrows are made from the finest woods and metals, and they carry a powerful enchantment. While they do no more damage than normal, a target struck by one is propelled forward in time. (No more than a few moments, usually, but that can be long enough to negate him as a threat.) When the enemy pops back into existence, he might find his opponent gone or backed up by reinforcements.

SYSTEM:

ROLL: DEXTERITY + ATHLETICS + BOW WEAPON  BONUS Vs Opponents DEXTERITY + ATHLETICS

SUCCESS: Target takes damage as normal  (Even if somehow undamaged the target is subject to the following)

The subject is pushed forwards in time. This is effectively a "lock out" condition. Meaning the character cannot interact in the scene until time catches up with him. Each success pushes the character forwards in time 1 turn. 5 + successes locks the character out of the scene entirely. He reappears with the wounds suffered only to find he has missed everything.

LIMITATIONS: An arrow of Chronos can be used successfully once per opponent per scene.

Arrow must be fired from a bow, using it to stab a character in melee will not have the desired effect.

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SUBTLE KNIFES:

COST: 30 XP

PREQUISITIE: Melee weapon must be purchased and have this treatment applied to it. Melee weapon is now forever in this form.

A subtle knife has the body of an innocuous object but the soul of a weapon. The relic’s creator takes a mundane item such as a pen, umbrella, book or other device and uses it as the relic’s corporeal form. High-Tech items like PDA’s, laptop computers, I-phones cannot be used, nor may this item be any more than a few feet long or pounds in weight. To this item the demon binds the spiritual properties of a melee weapon (only melee), such as a knife or sword. Only melee weapons can be bound in this fashion, and only simple ones. (The process will not work on technological weapons like chainsaws or cattle prods.) The resulting relic has the appearance and mundane properties of the normal item, but its spirit is that of a killing blade. When used in combat, the relic inflicts wounds onto the spirit of an enemy, cutting his soul to ribbons while leaving his body completely unharmed.
ACTIVATION SYSTEM:

ROLL: FAITH

DIFFICULTY 12+

The wielder activates the relic’s spirit which imparts the weapons properties to the mundane item for the rest of the scene. An activated relic -still- appears as a mundane item, but it can now be used as a melee weapon in combat.

An invisible spiritual “Blade” now protrudes from the mundane item, with the normal properties of that weapon type.

NOTES:

Subtract 1 from attack roll if you do not have spirit sight ability. (rank 4 Infernal gifts)

Opponents subtract 1 from defence roll if they do not have ghost sight or ghost seeing abilities.

If a target is hit with a subtle knife, the weapon does not injure the victims flesh-instead, it cuts at the target’s spirit.

Armor offers zero protection.

The wounds from a subtle knife are completely invisible unless one is using the ghost sight ability.

While this at first sounds like a changeling chimerical weapon, it is not. This damage -kills- souls, it does not inflict chimerical damage. It should be noted it will affect wraith too, although wraith can both see  the attack and defend  with spirit armor as they would with normal wraithy combat.

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PLAGUE-KNIFE:

COST: 140 xp

Plague-knives are usually vicious,black-bladed weapons with hooks and ridges that hint of torture. They are the size of a large dagger with a blade no more than one foot long. A Plague-knife cuts, and cuts deeply but the worst of its damage is what it leaves behind. Plague-Knives bestow horrible sickness upon their victims and the diesease is not contagious, but it weakens any sufferers not immediately dispatched by the blade.

MELEE PROFILE:

Attack Bonus: + 2 Defence Bonus +0 Damage:  Lethal Conceal: Jacket

ACTIVATION SYSTEM:

ROLL: FAITH

DIFFICULTY: 12+ 

DURATION: Until target is wounded. (Maximum 3 activations per scene)

An activated plauge knife always inflicts the full damage  of its attack, even if only 1 success is rolled. (Full damage = Thrall strength + 2)

in addition a terrible sickness befalls victims who are wounded by the activated blade.

SICKNESS:

Victims lose 1 â—‰ of willpower per day (Start with resolve and then lose composure) and 1â—‰ of health per day 

DURATION: 1 Day per point of Thrall's Faith.

The sickness cannot be cured by ordinary medicine.

Characters can not be taken lower than zero health or willpower.

NOTE: The sickness aspect  has no effect on undead.

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JACINCATI'S TRIDENT:

COST: 50 xp

The Bane Of Angels is a trident made from obsidian with a grip wrapped in strips of shark hide.

MELEE PROFILE:

Attack Bonus: + 2 Defence Bonus +0 Damage:  Lethal Conceal: Non Concealable 

Note:  Requires use of both hands:

ACTIVATION:

SYSTEM:

SPEND: 1 Point Faith

Attack Bonus: + 2 Defence Bonus +0 Damage: Aggravated Conceal: Non Concealable 

Note: Requires use of both hands: Ignores all (non magical ) armor def.

 The activated relic emits a powerful magnetic field that disrupts electronic devices with in a 2 (x faith rank) meter radius of the user.

Any electronic device, from light bulbs to computers, cease to function within this area of effect, and if the wielders faith score is greater than 6, the disruption is permanent. 

Mage Wonders /Garou Fetish items / and Changeling Treasures which have electronic components must roll the items Arete /Gnosis/ Glamour value in a contest against the Thralls Faith or else find their items non functional

DURATION: Activation lasts 1 scene.

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ALTAR KNIFE

COST: 50 XP

Used for ritual purposes or just as a gruesome demonstration of loyalty, sacrifice became a common part of Earthbound worship rites long ago. The knives used in these ceremonies were ideal tools for enhancement. Touched by the power of the Earthbound or one of his enslaved fallen, these knives became powerful weapons in the bloodied hands of their wielders, all the while reinforcing the brutality such cults demanded. The gifts of the Earthbound were never without cost, however. Many rites of devotion involved sacrifice and bloodshed on the part of the senior participants as well as hapless victims, and these traditions were incorporated into the enhancement of the altar knives. Most such relics are merely inert lumps of sharpened metal until their enhancement is invoked with the wielder’s own blood. Altar knives of this ilk are usually ancient remnants of the Earthbound’s days of power, and they reside as family heirlooms with the descendents of powerful thrall families. Some lie discarded, rusted with the blood of the last victim. Now, with the reawakening of many Earthbound, similar relics are being created anew.

SYSTEM:

The enhancement of an altar knife must be activated with the wielder’s own blood.

She must inflict one health level of lethal damage to herself in order to activate its special properties.

Otherwise treat the relic as a typical knife. (+1 Melee attack bonus) lethal damage.

ACTIVATED

+ 4 Melee Attack bonus

Lethal Damage

Opponents Defence decreased by 4 â—‰

These bonuses apply no matter how the knife is used, whether as a thrown blade or in hand-to-hand combat.

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BLACK WHIP OF RUIN

COST: 150 XP

The legends of angels and demons often speak of flaming swords and glowing shields, and the Earthbound have their own twisted equivalents. In their years upon the Earth these demons had a war to fight — for the adulation and allegiance of the mortals who fed them Faith — and every war needs its weapons. These whips are prized weapons and marks of status for Earthbound servants, given to the elite fighters and assassins of the demon’s inner circle. They channel the Earthbound Lore of Contamination to taint the wounds of their foes. To those who’ve faced wielders of these whips in combat, it seems that the whips have a malevolent intelligence of their own, their barbed tails snaking past the most determined defense to leave a poisoned kiss along the victim’s skin.

SYSTEM:

NAME: Black Whip Of Ruin (Inactive)

Cannot be blocked or Parried, only Brace or Dodge rolls can be used.

Attack Bonus: + 3 Defence Bonus +0 Damage: Bashing Conceal: Jacket 

Note:  +2 disarm rolls.

​

It can be activated to deliver an additional lash of toxic energy that can be devastating to the victim.

​

SYSTEM: 2 

GAIN:         One temporary point of Torment

DURATION:  ONE SCENE, Or until it leaves users hand.

NAME: Black Whip Of Ruin (Activated)

Opponent may only use Dodge rolls to avoid.

Attack Bonus: + 3 Defence Bonus +0 Damage: Aggravated  Conceal: Jacket 

Note:  +6 to sweep or disarm rolls. + 2 Initiative. + 3 to Dexterity + Melee .

Ignores mundane armor. Enchanted armors and protections from evocations and apocalyptic visages function normally.

Finally,The wounds inflicted by the weapon are ragged and suppurating, oozing unhealthy fluids and leaving livid red and purple scars.

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CELESTIAL GAUNTLETS

COST: 200 XP

People who lack power have always craved it, especially those victimized by people who do have it. Despite humanity’s veneer of civilization, physical prowess is still a common measure of power, and with relics such as the celestial gauntlets, its lack is easily remedied. Once constructed as large armored metal gloves, gauntlets are usually crafted more subtly for the modern era. Most modern celestial gauntlets appear as a pair of fine red or black leather gloves, often made from human skin. When activated, these gauntlets improve the user’s physical capabilities to incredible levels. With the aid of the gloves, an Earthbound’s faithful servants can be faster, stronger, tougher — all the things they’ve always wished they were. The Earthbound often bestow these gifts with a two-fold purpose in mind. The first is obvious — more capable servants are more useful to an Earthbound master. The second is more insidious, though. Those without power can easily become addicted to it once it’s within their grasp. Mortals who rely on a supernatural artifact to feel powerful are easily swayed by the lure of more. Like every Earthbound gift, the gauntlets are not without cost. The taint of Earthbound corruption extracts a price from the user. In the case of the gauntlets, constant use saps the wearer’s independence and self-control. Occasionally they can go horribly wrong, leaving the user with psychoses and an uncontrollable predilection for violence.

SYSTEM:

SPEND: One Point of Faith.

ROLL:    RELIC POOL: â—‰â—‰â—‰â—‰â—‰

DIFFICULTY: 12+

SUCCESS:

Each success increases a single Physical Attribute by one, at the wielder’s discretion. Attributes increased in this way can go higher than the normal mortal maximum of 5.

FAILURE:

If the roll fails, the user’s Attributes remain the same, but he suffers a temporary derangement that incites him to violence.

BOTCH: If that roll botches, however, the derangement is permanent. Channeling high amounts of power can severely strain a wielder’s mind and body.

DURATION: 1 Scene.

SIDE EFFECT:

Compare the total number of successes gained against the wielder’s Wits.

Every success in excess of the wielder’s Wits removes one point of the wielder’s Willpower.

If the wielder has no Willpower remaining, each success inflicts one health level of bashing damage.

The Willpower loss is recovered the next day.

The bashing damage is healed as normal.

In order to minimise this potential side effect we recommend these gauntlets are only taken by characters with wits 5+

​

SWORD OF CELESTIAL LUMINANCE

COST: 350 XP

What at first glance appears to be a finely decorated ornate tube, decorated with gold engravings and precious jewels is infact an item imbued with the lores of light, winds and flames. In its deactivated form the weapon has the following profile.

Deactivated              Attack Bonus: + 1 Defense Bonus + 0  Damage: Bashing 

SYSTEM

When a point of faith is spent on activation a blade made of pure light erupts from an aperture on one end of the tube. The light blade color can be of any color on the visible light spectrum and acts as a source of light illuminating up to 5 meters of an area.

One Hand Hold     Attack Bonus: + 4 Defense Bonus + 3  Damage: Aggravated 

Two Hand Hold     Attack Bonus: + 5  Defense Bonus + 2  Damage: Aggravated     Conceal: Pocket

Note: All attacks and defenses use the same hand hold during a round of combat. If you attack 2 handed you defend 2 handed. 

Note II: Lore of winds enhancement allows the wielder to use Dexterity + Melee + Defence bonus of sword to deflect projectile attacks.

Note III: Lore of light is a celestial light source and thus is treated as a supernatural light source, Obtenebration and similar powers cannot smother it nor occupy the same spot as it and must retreat from its glare.

Note IV: The sword is capable of cutting through most objects with prolonged application of directional force to the target object.

​

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C.O.T.E.B RELIC GEAR

​

​

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BOTTOMLESS SATCHEL:

COST 10 XP Bottomless Satchels come in a variety of shapes and sizes, though the largest has only an opening of 3 foot. These artifacts were originally created to allow armies to pack their entire supply chain inside. The bottomless satchel can contain an infinite number of items that fit in the opening, Since whatever is placed in a bottomless satchel is not actually being stored there, the container does not increase in weight, the storage space of a bottomless satchel is unlimited, but bear in mind that anything placed inside the container must be able to fit through the opening. Sturdy materials such as hard leather are recommended as it retains flexibility as well as resistance to damage, for any damage that reveals the interior of the bag destroys what was ever placed inside. It is possible to put a small humanoid who is no wider than 3 foot, or who can contort and squeeze through an opening inside the bag, however what happens to them once inside is unknown (Story teller will tell you!) The only way to open the satchel is to spend a point of faith however once opened it remains open for the scene.

It cannot be stressed enough how important bottomless satchels are for those who wish to perform rituals, as not only can you store your Grimnorie in the Satchel safe from damage, but also you can carry around with you every possible ingredient or item required for rituals without the need for a check.

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CHARM OF SUMMONS:

COST 5 XP

This simple disc can be worn as a broach, a cufflink a necklace. It can even be the centrepiece of a ring, when activated it will summon from the darkness a particular set of clothing, or even an armor and weapon set. The sets must be programmed, by wearing the items the user wishes to summon in an emergency. The charm remembers the placement of the attire and weapon set and then sends the items into a portal of darkness. Leaving the owner naked. The charm owner may program multiple items, each with their own activation phrase, each programmed set requires a point of faith spent during the programming process.

ACTIVATION:

requires the touching of the disk and spending 1 point of faith.

When activated portals explode around the charm owner and place the clothing and weapons in the desired position.

Multiple sets may be programmed, allowing the charm owner to have multiple options, they can even change loadouts during combat, by spending faith and saying the activation phrase.

Changing of such load outs is a quick action.

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CENTARNEL’S PORTAL:

COST 20 XP

The necessity of having an identical kind of portal at either end of a journey (such as doorway to doorway, window to window) is irksome to many Fiends who are masters of the Lore of Portals. It was the demon Centarnel who developed the solution, devising  a miniature portal that could be carried easily and enlarged to permit the fiend to travel from any locale she desires.

the character can use the portal (which expands to a suitable size on command) whenever she needs a portal . If someone other than the Ankida tries to move the portal, they find it too heavy to move.

SYSTEM:

SPEND: 1 point of faith.

ROLL: FAITH

DIFFICULTY: 12+

SUCCESSES: The portal will expand and take you to any Door or Window your character has visited within the following parameters.

ONE: Home location.

TWO: Regular Hangout.

THREE: Familiar Location (Visited minimum 3 times)

FOUR: Once visited.

The portal immediately collapses once the character has entered it. If the character wishes to take others through the door, they must go first.

The portal will shrink and end up in the characters pocket once they have passed through the corresponding window or door at the desired location.

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COMPASS ROSE

COST: 10XP

This hand-carved compass rests in a fine glass and wood casing. When the bearer whispers the name of another person into the glass, allowing her own breath to fog the surface, the compass begins to rotate in its housing. If the person named is within a few miles, the compass will point him out as the spire marked North comes to rest pointing in his direction. If the bearer does not reach her quarry by the end of the scene, the compass loses its lock on the target and must be reactivated. Evocation: Find the Faithful (Lore of Awakening •). 

SYSTEM:

ROLL: WITS + PERCEPTION :

DIFFICULTY:

The difficulty depends on how much information your character has concerning the subject.

  • If she has the subject’s mundane name, the difficulty is 16+

  • If the subject is a demon and the character knows the subject’s  Celestial / Kithian Name/ Deed Name the difficulty is 14+

  • If she knows the demon’s /Fae True Name the difficulty is 12+. (Or subject ONLY has a human name)

RANGE: 1 Mile per Faith rank

DURATION: Instant

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VERMIN FLUTE

COST: 30XP

These plain wooden pipes allow the performer to play a tune that sounds normal to human ears but is indescribably enticing to the ears of rats and rodents. Any rat within several miles can hear the wonderful song of the pipes and will be compelled to scurry toward the source as fast as its legs allow. The rats swarm to within one yard of the player, but no closer. If he moves away while continuing to play, they will follow him. Only once he finishes playing will they disperse — possibly to wreak havoc in the place where they find themselves. 

SYSTEM:

ROLL: CHARISIMA + PERFORMANCE  (music)

DIFFICULTY: 12+

RANGE: The character can  call rats from up to in a 1 mile per faith radius

SUCCESS:

the number of successes rolled determines the number of square meters that the swarm covers and how many swarms are within it.  These animals flock to the character’s side as quickly as possible and circle her protectively, attacking anyone who threatens. 

RAT SWARM

HP: 10

Attack: +10

Defense/Initiative: +10

Resolve 2

SPEED 20

Loses 1 attack per 1 HP lost

DURATION: As long as the character plays the pipes. ROLL: STAMINA + PERFORMANCE (music) Difficulty: 12+ to maintain control of the swarm.

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EMPATHY GLASSES

COST: 10XP

Simple but effective, these normal-looking glasses allow the wearer to read the emotions of anyone she looks at. Through the glasses, people appear to have an aura of various colors, the makeup of which varies based on their emotions.

With practice, the user learns that red means anger, purple is sexual desire, blue is contentment and so on, and she can adjust her own behavior to take advantage of her knowledge.

SYSTEM: 

NORMAL ACTION:

ROLL: INTELLIGENCE + EMPATHY vs Targets COMPOSURE + PERFORMANCE

SUCCESS:

One success is sufficient to determine a characters emotional state.

Each success can be added as + 1 bonus to subsequent Charisma or Manipulation rolls vs the Target during the scene. Provided the actions of the thrall are in line with the emotion being displayed. For example shouting at an angry person is not going to be successful.

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BOOK OF THE DEAD

COST: 30XP

This heavy, leather-bound antique book appears to contain only blank pages at first. To activate the relic, the user must write the name of a deceased character on a left-hand-page. After a moment, writing begins to appear on the next page, detailing the events that led to that person’s death. When the book is closed, the writing vanishes.

SYSTEM:

ROLL: WITS + PERCEPTION

DIFFICULTY:

  • If she has the subject’s mundane name, the difficulty is 16+ (12+ if character is not a fae or demon)

  • If the subject is a demon and the character knows the subject’s  Celestial / Kithian Name, the difficulty is 14+

  • If she knows the demon’s /Fae True Name the difficulty is 12+.

  1. Success provides a picture of the moment of death.

  2. Successes ,goes back a few minutes prior death.

  3. Successes ,goes back a few hours prior death

  4. Successes ,goes back a few days prior subjects death. It also provides a broader context for the circumstances behind the person’s passing.

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EYEPATCH OF ANGRA MAINYU

COST: 30XP

A subtle but useful item, this leather eye-patch trimmed with steel allows the wearer to escape almost any prison or bypass any obstacle. As long as there is any gap in a wall or obstacle — even a gap so small only air could pass through — the relic allows the user to pass through it. To use the patch, the user must close her uncovered eye; she’ll see a dully glimmering pathway through the patch, which she can walk along to escape her cell. To an outside observer, she appears to walk through a wall or barrier, but from her perspective, she simply follows a normal path.  The path created by the item lasts only a turn and cannot be made permanent.

SYSTEM:

ROLL: WITS + DEXTERITY 

DIFFICULTY: 14 + 

1 success is required for every 100 meters of the path 

DURATION: The path created by the item lasts only a turn and cannot be made permanent. It is only useable by the wearer of the eyepatch.

NOTE: The eyepatch would allow the wearer to bypass the effects of a tesseract generator. 

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EYE OF THE SEER

COST: 50XP

This beautiful orb is made not from mere glass, but a single perfect crystal the size of a child’s head, cut and polished to a fine brilliance.

A character  who stares into the orb’s depths can see, in his mind’s eye, the world around a chosen subject, and he can glean what information he might from his silent vision.

The user must possess a personal item or effect belonging to his target, or at least be able to breathe on the crystal’s surface and inscribe the subjects name in his breath.

SYSTEM:

ROLL: WITS + PERCEPTION vs targets COMPOSURE + RESOLVE

Using a mortal’s name or a physical possession adds + 1 to the roll.

A demon’s Celestial /faes kithian name adds +3 to the roll.

A True Name adds + 4 to the roll.

SUCCESS:

The amount of detail gained depends on the number of successes rolled.

  • One success provides only a visual image of the immediate area around the subject.

  • Two successes expand the visual sphere out from the subject to a distance in yards equal to the thralls Faith.

DURATION: 1 turn per successes rolled. the connection can be broken voluntarily at any point.

The vision provided by the relic is always silent, no matter how many successes are rolled.

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BANNER OF INSPIRATION

COST: 80XP

Carried into battle by leaders, this flag or banner bears a symbol that inspires the hearts of those who follow it. When the banner is raised or waved, those allies of the bearer who see it are filled with courage and hope, surging forward to better battle their foes. In the modern world, this relic is sometimes used for less martial purposes, raised to inspire a room full of brokers or programmers to turn the company around. 

SYSTEM:

ROLL:  MANIPULATION + PERFORMANCE:

DIFFICULTY: 12+

INDIVIDUALS: 1 Individual of the Banner owners choosing per faith rank.

Each success is a bonus dot that the target may add to a single dice roll for that turn.

Each individual benefits from the full amount of bonus dots.

DURATION: One turn

LIMITATION: Use once per scene.

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PORCELAIN MASK

COST: 20 XP

This blank white mask is made of perfect porcelain, and it fits neatly over any user’s face. The mask allows the user to subtly alter her own facial features, but no other part of her body. It’s a perfect disguise, but only from the neck up. Before it can be used, the wearer must roughly sketch the desired features onto the mask with a pen or paintbrush, then press it to her face. When activated, the mask merges with her face and alters her features. To use the mask again, the markings must be erased and done again from scratch.

SYSTEM:

None. Simply crudely drawing on the mask and using appropirate colors for hair line and eyes will disguise the users head exactly as they desire.

Nobody is able to penertrate this disguise. 

However this disguise cannot be made to disguise yourself as another character/gender/ or ethnic group.

Some cultists prefer to carry out opperations with a porcelain mask rather than a full hooded or masked disguise as they can be more discreet.

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MIRROR OF SOULS

COST: 100 XP

This antique mirror seems to be nothing but normal, until a wise user touches it and forces her will upon it. Then the reflection changes to an image of a bleak, lifeless world — the realm of the dead. For the brief moment that the reflection remains thus, the user can step into it, walking into the land of death.

The mirror reverts to normal behind her.

A version of the mirror remains in the realm of death, and the user must work her will on this shadow mirror to return to the land of the living.

SYSTEM: 

SPEND: 1 Point of Faith.

ROLL: OCCULT + INTELLIGENCE

DIFFICULTY:

Difficulty depends on the strength of the barrier in the location of the mirror.

SEE: THE BARRIER

SUCCESS:

Once in the shadow land, your character can fly across the bleak landscape with the speed of thought.

ROLL: DEXTERITY + ATHLETICS:

DIFFICULTY:  16+ 

SUCCESS: The character can  cover a mile each turn per success rolled.

The roads and buildings in the shadow realm are just as real to you as are their physical-world counterparts.

You must traverse any physical obstacles and find her way to her destination just as you would in the mortal world.

Encountering and communicating with spirits in the dead lands is similar to meeting people in the living world. 

Spirits have their own identities and agendas and may be willing or unwilling to interact with visitors.

Demons or thralls  can use Lore of the Spirit to encourage such interaction.

NOTE: The mirror takes your entire body through the mirror which means you are not restricted to spirit form as visitors to the spirit realm usually are. However Wraith appear visible and solid here.

NOTE 2: The character can only exit the shadowlands by returning to the mirror , wraith and other ghosts cannot enter or exit the mirror.

NOTE 3: If the mirror owner wishes others to enter the shadowland area she must send them ahead of her and pay a point of faith, or they can pay their own.

NOTE 4: The mirror once placed in the mortal world will always connect to the same place in the shadowlands. Some Thralls and demons set up havens in the shadowlands for this very purpose. The mirror is too large to be carried around with the character and must be set up in the characters home.

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CAT’S EYE COLLARS

COST: 20 XP

This relic takes the form of two leather collars, studded with clear crystals reminiscent of the eyes of a cat. To use the relic, the user binds one collar around his own neck and fastens the other around the neck of an animal — the collar always has just enough length to fit the creature. While both beings wear the collars, the user can concentrate and project his senses into the animal. His body is insensate, while he sees and hears all that the animal sees and hears. He can return his senses to his body at any time, but at the end of the scene, or if the animal is injured, he is rudely yanked back to his body and disoriented for a time.

The wearer can only share the animal’s senses, not control the animal.

SYSTEM:

The animal chosen will randomly wander a storyteller should be asked to decide where the animal is at any given time.

Alternatively a house pet or leashed animal can be gifted to another character with the aim of having the "pet" act as a spy.

Cats and Dogs are best for this purpose.

If the animal takes damage, the evocation ends and the user must make a Willpower roll (difficulty 14+) or suffer a +1 difficulty penalty to all rolls for the rest of the scene.

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SPRINTER’S SHOES

COST: 70 XP

This expensive pair of sports shoes boasts more than just a logo and a trendy design. The soles are shot through with copper, steel and platinum wires that contain the power of their enchantment. When the user activates them, he can run at amazing speeds — even running up the side of walls for a short period! 

SYSTEM:

SPEND: 1 point of faith.

ROLL: DEXTERITY + ATHLETICS.

DIFFICULTY:

Examine your route, if you wish to run along a steep,vertical or inverted plane at any point during route roll that difficulty.

Standard flat surfaces is diffifulty 12+

Running up a steep slope is difficulty 14 + 

while a vertical surface is 15+

Moving along an inverted plane (like a ceiling) is difficulty 16+

SUCCESS:

Each success allows your character

walk 10 meters per success per turn,

jog   20 meters per success per turn,

run   40 meters per success per turn.

In combat apply the successes as a + 1 bonus  to all combat Dexterity rolls instead. (melee and dodge mostly, although thrown objects are also affected)

DURATION: 1 Scene.

DOWNSIDE:

This power requires a great deal of exertion on the part of the wearer, . After such a burst of speed, he risks muscle damage at the end of the scene,

ROLL: STAMINA

DIFFICULTY: 12+

FAILURE:

Suffer one point of lethal damage.

NOTE: For comparative reasons seeing as the publishers of VTM: 5th edition no longer saw fit to give a break down of how fast celerity is...

1 success on the roll is the equivalent to 1 dot in celerity for speed purposes. So we can now work out what happenes when celerity is employed against other supernatural forms of speed.

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TOKEN OF APPRECIATION

COST: 5 XP

Made from gold and precious metals, this token can take several forms — from an ornate medal to an elegantly simple tie-pin. Given to another (usually a thrall) as a reward, the user must inscribe the back of the token with the bearer’s name as well as her own. While the bearer wears the token, all mortals  ghouls, kinfolk, kinain, thralls and gifted the character meets will be inclined to treat him with great respect and will welcome him into their homes and lives without hesitation.

SYSTEM:

Characters who do not wish to wish to show hospitality to the character with this token must roll Composure + Resolve : Difficulty 14+

NOTE: If the wearer of the token is intentionally rude, hostile or violent the spell is automatically broken for the rest of the scene.

This power in no way makes characters vunerable to sexual advances or prone to share deep secrets. It will however make characters intentionally trying to be a dick or hostile  have to roll willpower first.

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SOUL TRAP

COST: 100 XP

There’s a brisk trade in souls among demons, whether they want to interrogate those souls for information or simply devour them for spiritual energy. These souls are often contained in a soul trap (also called a spirit cage), which usually takes the form of crystal and gold amulets. When activated in the presence of a spirit, such as a ghost or an incorporeal demon, the trap sucks the spirit in. Once inside the soul trap,  spirits find it nearly impossible to evoke their lore, Arcanoi or any other powers.  preventing them from acting against their captor.

SYSTEM:

SPEND: ONE FAITH

RANGE: 1 x Faith Meters.

ROLL: STAMINA + CRAFTS vs Wraith/Spirit/Ghost/Disembodied soul's COMPOSURE + RESOLVE

SUCCESS: 

One success is required to capture the spirit. additional or excess successes are added to the Traps torment pool.

TORMENT POOL: ◉◉◉◉◉ + 1◉ per excess success rolled during capture.

Each point of torment cancels 1 success for whatever action the trapped spirit tries to perform each turn.

NOTE: Soul traps can function as Soul Prisons that those with the ritual "Visit soul prison" may visit.

Recently deceased characters (within last hour ) may be trapped in the soul trap either as an emergency preservative measure or as a means of inflicting eternal torture on the recently deceased.

The trapped spirit may be released at the owners discretion. 

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THE BLACK SHROUD

COST: 20 XP

This unsettling relic takes the form of a simple ragged shroud. Closer inspection, though, shows that the shroud has been woven from the finest materials and is impossibly old. When placed over a freshly deceased body — someone who died less than one day ago — the shroud reanimates the corpse as a mindless zombie, loyal to the relic’s user. Stories exist of a White Shroud that can truly return the dead to life, no matter how long they were dead — but if it ever existed, such a relic was surely destroyed after the Shattering.

SYSTEM:

SPEND: 1 point of faith.

ROLL: STAMINA + ACADEMICS (medical)

The walking-dead creature has only one â—‰ in each of its Physical Attributes upon creation

each success can be used to add one additional â—‰  to each Physical Attributes.

Regardless of health, the creature must suffer 10 points of lethal or aggrravated damage to be destroyed.

Undead minions are mindless automatons, acting solely according to your demon’s will.

Each time your character wants one of her minions to perform an action, make a Willpower roll (difficulty 14).

A failed roll causes a zombie to continue the last action it was commanded to perform.

DURATION:1 scene.

LIMITATIONS: The character can only raise one minion per point of faith, and needs bodies less than a day old.

NOTE: This relic is always fun for "pranking" the families of the recently deceased by sending the loved one home for dinner.

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PICKPOCKET’S RING

COST 5 XP

Made of white gold and black obsidian, this ring is the perfect tool for thieves who fear that they will be caught, for it allows the user to hide her loot far from prying eyes — far from any eyes. If the user holds an item in the hand bearing the ring — and it must be small enough for her to hold in one hand alone — she can make it vanish completely, hiding it in a pocket of twisted space. The item reappears only when she wills it, popping back into existence in her hand.

SYSTEM:

No roll is required for this effect. An item that is to be hidden must be small enough to hold in one hand and of "pocket conceal" size.

It disappears or reappears at will.

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EAGLE EYES:

COST 60 XP

Eagle eyes are crystal lenses that fit over the eyes, in much the same way that modern contact lenses do, although they are used for much more than corrective or cosmetic purposes. In the days of the war, they were crafted from the finest crystal with honed evocations. In the modern world, they are made to look much like contact lenses and are often coloured or styled to suit that disguise.

ACTIVATION SYSTEM:

ROLL: FAITH

DIFFICULTY: 12+

Once activated their powers remain permanently activated until the lenses are next removed.

The lenses come as a pair, and they only work when worn as a pair.

Eagle Eyes bestow more-than-perfect sight on the wearer. At normal viewing ranges, the relic's wearer can see details she'd never normally notice. Add + â—‰â—‰â—‰ to perception rolls.

The maximum range of her sight is extended literally ten-fold.

In human terms an average person would see a candle flame from 1.6 miles away. Eagle eyes makes that 16 miles.

In human terms an average person would see flat edges up to 3 miles away. Eagle eyes makes that 30 miles.

NOTE: The lenses compensate for near and far viewing automatically. The long sight only applies when the user looks that far away.

DRAWBACK:

After wearing the lenses consistently for a week make a stamina roll: difficulty 12+.

Failing the check inflicts 1 point of Bashing damage on the wearer, as her eyes become irritated.

This can be avoided by removing the lenses daily.

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JAR OF WINDS:

COST 20 XP

Jars of Winds were traditionally clay receptacles strengthened with willow, with tightly fitting lids wedged in place. They have been updated in their construction in the modern world, taking form of anything from a thermos flask to a kitchen storage jar, even so, their lids are tight-fitting and very sturdy. When the lid of a jar or winds is opened, a strong gust of air streams out continuously. It is forceful enough to knock people down.

SYSTEM:

Using the Jar of Winds merely requires a character to remove the lid.

The winds trapped within will roll forth in a constant stream. The winds will blow for a full scene before petering out. The jar must then be capped and re-opened to reactive its powers.

The winds can blow away noxious gases, clearing one cubic meter of air every turn.

​

The jar can be directed at people or a group

RELIC POOL: â—‰â—‰â—‰â—‰â—‰ ◉◉◉

the winds do not injure but if the jars strength of 8 is greater than the targets stamina they will be pushed back 8 (minus targets stamina rank) meters, The attack may be dodged as normal. If the targets stamina is less than 4.. they are knocked over if hit and may not perform any other action except stand up.

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PHILOSOPHER'S STONES

COST 200 XP
A Philosopher's Stone (Sometimes called a crucible) is sometimes an actual stone, but it can just as easily be made from a pot, rod, or other item. It's quite easy to make a large amount of any metal with this relic. Converting lead into gold, silver or steel is quite simple- it's all just metal, after all. Converting the affected metal into a more complex material, such as plutonium or diamond, is more difficult ,but still doable. The question is not whether you -can- turn a metal hubcap into gold or mercury or emerald, it's what you do with it afterward. If all you want is short-term profit, you can sell the gold, but there are legal steps to doing so that will attract attention. You might be able to turn a lump of lead into diamond, but it still needs to be cut and polished before its worth anything. And if you've changed a desk ornament into pure ruby, people will think it's a fake due to its shape. As for plutonium.... well, you better have somewhere safe to store it and just hope government agents don't come crashing through the window to confiscate it. Most use these relics to simply change low quality stone into steel, the better to build with. Anthing more complex or profit-oriented is generally too much of a headache.

SYSTEM:

Touch the crucible to to a supply of metal or stone.

ROLL: FAITH

DIFFICULY: 12+.

Then roll for the relic's power.

ROLL: RELIC POOL: â—‰â—‰â—‰â—‰â—‰ â—‰

Converting metal into simple steel or glass is difficulty 12+

More complex metal or material such as gold or silver is difficulty 14+,

while plutonium and Syir is difficulty 16+.

1 cubic meter per success is produced.

The crucible can only be used once per scene.

If you produce Syir you may enhance other relics with it. (see Syir: Enhancement below)

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SYIR: ENHANCEMENT

COST: 10 XP per Relic Enhancement.

PREQUISITE: RELIC purchased with XP + PHILOSOPHER'S STONES.

It was the black ur-metal, the First Ore, valuable beyond words it had something no normal metal possessed - A soul. A metal with an awakened spirit that responded to the thoughts and will of its users in a way no mundane metal could. The metal was not alive or sentient-at least, not in ways that made sense to mortals. Syir is an unusual looking substance. It appears more like coal or carbon than metal, and items made from it attract the attention of mortal and demon alike. The main use of Syir is as a component in the creation of relics. The metal's spiritual nature makes it ideal for containing, focusing and channelling the will and power of a demons evocations. Any relic that contains a reasonable amount of the metal can channel stronger, more powerful effects.

Syir always counts as a material of superb suitability.

SYSTEM:

Syir is used as relic enhancement. Any relic may be enhanced with its use.

Each purchase of Syir upgrades ONE part of the relic by 1 point.

These upgrades can be.

  • increase positive attributes of the item by 1 or decrease difficulty of using the item by 1

  • Change the damage type by one magnitude. (Example bashing  becomes lethal, lethal  becomes aggravated)

  • It will also increase other attributes such as Attack or Defence  etc by 1.

  • Increase Relic pool by 1 point.

Syir cannot be forged with modern methods, it must be crafted in the traditional smithing way.

The maximum amount of times Syir can be purchased for,  and applied to an individual relic is 5.

Only relics made of Metal can be enhanced by Syir. (Syir replaces the metal)

Grimories and Cloth cannot be enhanced with SYIR.

All Enhancements to relics with SYIR (as with other enhancements) must be noted on character sheet.

EVOCATIONS AND SYIR

  • SYIR can enhance the faith used to power Evocations.

  • Each enhancement on a single item adds +1 to an Evocation faith roll. (Or any faith roll)

  • Each enhancement on a single item adds +1 to counter magic attempts (+2 if faith is spent to activate the item)

  • Only the enhancements from a single item may be used, if the player has more than one Syir item, use the one with highest enhancement)

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WARRIORS OF THE BROKEN GROUND:

COST: 60 XP

The relic takes the form of a metal cube, six inches on each side, that is composed of dozens of metal wires and rods, when placed upon the an expanse of soil or stone (natural stone, not concrete) wires and rods of the cube connect to form a crude humanoid framework, which then pulls in the surounding earth and stone to flesh it out. The warriors rise from the earth, leaving the ground beneath them broken and torn apart. Warriors look like crude, rough hewn statues of naked humans, with stones and pieces of metal protruding at random from their earthen flesh.

SYSTEM:

ROLL: FAITH

DIFFICULTY 12+

Each success can generate 1 warrior of broken earth.

Each warrior of the broken earth needs a faith point spent upon it to animate. (five warriors would require 5 faith spent)

Each warriror is an independent automation with a simple, crude intelligence suited for nothing except combat.

It has no social, or mental attributes or willpower, however they are immune to mind control and illusion and bashing damage.

STAMINA ◉◉◉◉◉   STRENGTH ◉◉◉◉◉   DEXTERITY â—‰â—‰â—‰â—‰â—‰ BRAWL ◉◉◉◉◉ â—‰ ATHLETICS â—‰â—‰â—‰â—‰â—‰

HEALTH: â—‰â—‰â—‰â—‰â—‰ ◉◉◉◉◉ ◉◉◉◉◉

DAMAGE: LETHAL 

 If a warrior suffers enough damage to destroy it, it falls apart in to a heap of dirt and rocks, but the relic can recreate it next time the relic is activated. The warriors answer only the relic owner and follow simple commands,such as "Attack that man with the gun" All warriors can be commanded seperately.

LIMITATIONS: The cube can only be activated once per scene, and the warriors will return to the earth once there are no more opponents for them to attack.

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TESSERACT GENERATOR:

COST: 60 XP

A tesseract generator is a device that temporarily scrambles the fabric of space in the surrounding area, making it impossible to move normally. With-in that area, space isn't simply bent or rippled, it's completely broken. While the space within an object or person is unaffected -organs don't suddenly exist in a seperate space from the rest of the body- every few feet of space outside of those objects becomes disconnected from the space surrounding it and connected to a random area of space somewhere elses in the area. Normally, the space in front of you connects to the space beside you, but now it connects to an area across the room. Any attempt to move into the space in front of you will throw you across the room instead. Imagine space as a completed jigsaw puzzle, well the generator breaks the puzzle up and scatters the pieces at random. If you're caught inside the area of effect, space becomes an incomprehensible puzzle. Try to walk toward something and you find yourself walking in a different direction, hitting an invisible wall of inert space or being thrown in a random direction. If you throw an object at your target, it'll suddenly veer sideways or vanish and reappear across the room moving in a different direction.

SYSTEM:

ACTIVATION: Free instant action.

RADIUS: 5 x Faith meters.

ROLL: RELIC POOL ◉◉◉◉◉ ◉

DIFFICULTY: 12+

Each success adds + Difficulty to every physical action attempted in the area. (or incurs a -1 penality for contested actions) throwing a punch, shooting a gun, juggling, dodging a blow, all have difficulty increased by the number of successes rolled by the user.

Movement is also curtailed, and characters may move only 1 meter per turn without considerable effort, a character can try to move more, but she will find herself being thrown at random.

DURATION: 2 x SUCCESSES TURNS

​

MOVEMENT IN BROKEN SPACE:

To try to move further than 1 meter in the right direction 

ROLL: PERCEPTION:

DIFFICULTY 12+ 1 per success the generator rolled.

SUCCESS:

The character can move an additional meter in the direction she wishes to go per success she rolls.

BOTCHES:

Most botches will involve the characters actions turning back on himself, as the path of his gun's bullets curves back to him, or he throws himself bodily to the ground when trying to run.

The only way to avoid the effects of the generator is to move out of the area, which is very difficult, unless the character can perform the find path evocation of the lore of paths.

Everyone else will have to slowly struggle free, or wait until the fabric of space settles down again

Note: The user of the generator is not immune to the effects either, but a smart user will either have the lore of paths or a relic that allows her to navigate the chaos.

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DUALITY SCROLLS:

COST: 10 XP

These books were actually developed before the fall by the Oracles to help them record their thoughts and observations, and the were derived from the fiends mastery of co-location. Duality Scrolls were always constructed as a pair using the exact same tools,evocations and materials. The creation process established one scroll as the master and the other as the slave. When activated ,anything written on the master scroll would likewise appear on the slave scroll. No matter how far apart the scrolls were. Modern application of the process would describe it as quantum entanglement. Information written on the master scroll would linger for only a few moments then vanish, ensuring the security of the information transcribed, by the same token, a small expenditure of faith allowed the owner of the slave scroll to erase its contents for reuse later. As tools for spies, the duality scrolls were invaluable. In the modern age duality scrolls take on modern appearance,such as journals or paper notepads, though they cannot be be anything more hightech than paper.

SYSTEM:

Activating a master or erasing a slave duality scroll requires an expenditure of a point of faith.

Information sent in this way is 100% silent and secure. A single vibration pulse allows the user of the slave scroll to know of a new message.

NOTE: Modern notepad variations use "Left page master" "Right page slave" format to allow two way communication between paired notepads. 

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SPIDER GOLEMS:

COST: 10 XP

These little creatures appear to be harmless, semi-precious gemstones, but when activated, usually by a code word, they sprout eight legs that could climb any surface. The being who activated them could look through their eyes and direct them to travel where she wants. The spiders are not sentient so borrow a little of the users own life force, when destroyed the user feels it. Several of these little golems have been on display in museums around the world. Most have been dug up in various archeological digs and were mistaken by modern day archeologists for decorations.

SYSTEM:

ROLL: FAITH

DIFFICULTY 12+

A spider can be activated by speaking the proper code word 

Once active the spider will respond automatically to the users thoughts. If the spider moves more than a mile from the user or vice versa, then it will deactivate. The spiders eyes can see through multiple spectra of light, including ultraviolet and infarred. No spider was ever equipped for attack, their sole use is to spy. They can climb even up on frictionless surfaces with ease. They have 4 points of health. The user can deactivate the spider at anytime.

NOTE: Spiders cannot -hear- their surroundings. To evesdrop a conversation using these spiders would require lip reading ability.

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LYRUPHAM'S ROBE:

COST: 10 XP

These are tattered strips of diaphanous material that still catches the eye with its inconstant shades and hues. Once these tatters were from a fine robe of an angel of some renown among both Elohim and mortals. These strips now are sewn into garments as adornments.

SYSTEM:

ROLL: FAITH

DIFFICULTY 12+

When it is active all Intuition, Performance & Manipulation rolls have their difficulty decreased by 1 point for the duration of the scene.

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THE MANACLES OF ASHMAEL:

COST: 10 XP

A set of matching manacles, though there is no physical chain binding them. One manacle is worn by the captor, the other by the captive. Closing a set of these manacles about the wrists of a prisoner creates a literal bond between captive and captor, allowing said captor to share the captive's every though and emotion.

SYSTEM:

The manacles will not lock in place without the expenditure of a point of faith.

SPEND: 1 point of faith.

Once activated the captor is constantly aware of the location of her captive relative to herself.

She knows how far away and in what direction she can be found at all times.

Further by focusing her attention she can eavesdrop on what her captive is thinking.

ROLL: WITS + PERCEPTION:

DIFFICULTY 14+ she can evesdrop on what her captive is thinking.

If successful the captor can read the captive's thoughts for the duration of the turn.

The manacles have no lock to pick or force.

It is possible to break them with enough STRENGTH

ROLL: STRENGTH vs MANACLES STRENGTH

SUCCESS: Each success causes the manacles to lose one point of health, but also inflicts 1 aggravated damage on the captive.

MANACLES

◉◉◉◉◉ â—‰            HEALTH

◉◉◉◉◉ ◉◉◉◉◉ STRENGTH 

The only safe way to open the manacles is for the captor to willingly release them.

With a single touch, the manacles fall from the captives wrists.

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THE TEARS OF TIAMAT:

COST: 50 XP

A sphere of about an inch in diameter, made of a smooth black crystalline substance that reflects light strangely, like the refracted colours of oil on water, they are said to literally be the tears shed by Tiamat in her days of insanity before being banished to the abyss.

SYSTEM:

No activation roll is required.

If worn against the skin, the wearers manipulation increases by 1â—‰ (it can exceed 5 in this fashion but the effect of multiple tears do not stack)

If placed in an eye socket , the wearer gains the ability to influence the dreams of mortals. The wearer must be able to touch the mortal while she is asleep to use this power.

ROLL: MANIPULATION  + INTELLIGENCE: vs Opponents COMPOSURE + RESOLVE: 

If successful the wearer can sense and manipulate the mortal's dreams, altering the dreamscape or injecting vivid images that the mortal remembers upon waking.

Mortal's who receive suggestions (or warnings) in this fashion will act upon them, even subconsciously over a period of days equal to the wearers faith rank. 

Details must be worked out with the potential victim of what these actions might be. Remember consent is king in this kind of deal.

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CAUL OF REST:

COST: 30 XP

Cauls of rest were used for any number of purposes during the war of wrath. They were thrown over allies who'd sustained mortal wounds, to stave off death until a healer could be found. They were used on captured enemies to incapacitate them without having to use violence. A body in a Caul of Rest was almost indistinguishable from a corpse.

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SYSTEM:

SPEND: 1 point of faith.

Once activated the caul has the following effect. For all intents and purposes, people under the effects of the Caul of Rest are barely alive. They are effectively comatose, and cannot take any action, they have no perception or memory of events that take place while they are in this condition. Equally, while they are comatose they feel no pain, require less food and little oxygen, and they age relatively slowly.

To throw a caul of rest over a conscious opponent is a thrown object attack that does no damage.

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An observer trying to detect whether the subject is still alive must

ROLL: PERCEPTION + ACADEMICS (Medical) 

DIFFICULTY: 16+ 

A subject affected by the Caul of Rest cannot be aroused by normal means. Ordinary physical contact and sensations such as sound, light, heat and so on have no effect.

 

If the subject sustains damage while rendered comatose by the Caul Of Rest

ROLL: RESOLVE + COMPOSURE

DIFFICULTY: 16+

SUCCESS:

1 success means the subject can shake off the artifact's effects.

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If the Caul of Rest successfully affects the subject, its powers remain in effect for as long as it covers his body. If it is removed ,it is deactivated and the subject returns to the state he was in when it was applied-awake,asleep,unconcious and so forth.

Once the Caul Of Rest has been removed from a subject (or rendered ineffective by a subjects' resistance) Its powers cannot be reused for the next 24 hours.

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SINEWS OF SPEED:

COST: 90 XP

The Sinews of speed are long yellowish-white strips used as wrappings for the arms and legs of the wearer. Each set of sinews is made from the tendons, ligaments and sinews of an agile and deadly predator -tiger,wolf,cheetah- and is worn by binding it around the hands and feet. When worn they confer speed in combat to the user, allowing him to act far more swiftly than those around him. 

SYSTEM:

FREE ACTION:

ROLL: FAITH

DIFFICULTY :12+

DURATION: one turn

The user of the Sinews may spend successes to  Target 1 additional character per success spent with a hand to hand attack /melee attack.

The character rolls his attack as an A.O.E and selected targets defend it at a difficulty of 14+ 1 per success. Alternatively the character may add + 1 to his attack  OR defence rolls per success.

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THICKET DUST:

COST: 50 XP

Thicket dust took the form of fine sand with golden and pale green grains. When spread across an area, it encouraged wild, tangling plant growth to leap forth and grow without restraint, blocking passage for any who had not mastered the lore of the wild. 

SYSTEM:

Throw the dust in an area of soil containing plant life.

ROLL: RELIC POOL â—‰â—‰â—‰â—‰â—‰ ◉◉◉◉◉ ◉◉

DIFFICULTY: 14+

SUCCESS:

DURATION: 1 Scene or Permanently by spending 1 point of faith.

Each success increases the volume of plants by 1 cubic meter.

Small objects in the area of growth are pushed aside by the burgeoning plant life, larger objects are engulfed, wrapped up or smothered in branches, creepers, vines and roots. Some objects might be completely encased in plant material if they cannot be moved by the explosive growth but are too small to escape being engulfed. Vines, roots and branches can cause physical damage to structures and objects in the area of plant growth.

Each success on the dust roll counts as a point of strength for the purposes of attacking structures.

The vegetable matter is ordinary and organic , and can be damaged or disposed of just like any other plants of their type.

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UNSCALED EYES

COST: 30 XP

In a world of corruption and deceit, the Earthbound and their minions are among the least trusting of all beings. It is impossible to control the minds of others if you cannot tell truth from falsehood. Such a principle was the motivation for creating relics such as the unscaled eyes. These relics often take the form of finely made spectacles or sunglasses — most are antique, although some hail from the modern era — that show the wearer the difference between truth and lies in everything he hears and sees.

SYSTEM:

ROLL: FAITH:

DIFFICULTY 12+

Once the relic is activated, the wearer can more easily detect falsehoods and deception perpetrated in his presence.

The wielder gains an additional four â—‰'s for all Perception-based rolls to detect or resist the use of manipulation in his presence, and the difficulty for the rolls decreases by one.

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VEIL OF SECRETS

COST: 30 XP

The meetings and places of worship of Earthbound followers have always been threatened by their enemies’ seeking to disrupt rituals, destroy the organization or usurp power. The resting-places of Earthbound reliquaries are equally vulnerable, and they require just as much protection. Thralls in enhanced body armor are useful, but cautious Earthbound prefer to ensure their safety and privacy with a veil of secrets, a relic crafted to keep out unwelcome visitors. A veil of secrets usually takes the form of a braided rope crafted of hide or hair. Sometimes the relic is a chain, a paneled screen or other item capable of forming a symbolic barrier when stretched from point to point. When employed, it is placed around the area to be warded — stretched from one stanchion to another, unfolded and positioned to screen the area or even looped through rings on poles like a theater rope, as appropriate for the relic’s form. A veil of secrets is usually reserved to protect the Earthbound’s sanctum, but spare relics are sometimes bestowed on thralls in positions of importance to protect their persons or their privacy.

SYSTEM:

A veil of secrets draws on the Lore of Portals to seal an area and preserve it from intrusion.

SYSTEM:

ROLL: FAITH

DIFFICULTY: 12+

DURATION: 1 Scene.

Once Activated 

ROLL: RELIC POOL â—‰â—‰â—‰â—‰â—‰ ◉◉◉◉◉

DIFFICULTY 12+

SUCCCESS

Successes determine the strength of the ward and the radius.

Successes must be allocated between radius and Strength.

WARD STRENGTH: 1 per success allocated.

WARD RADIUS:       5 meters + 5 meters per success allocated.

Doorways become blocked with a cloud, and doors and windows seal and become unbreakable.

Evocations /Spells/Cantrips/ Disciplines /Arcanoi/Fera Gifts cannot be directed at the warded area from the outside unless the roll generates more successes than the ward’s strength.

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PAIN OF THE AGES

COST: 50 XP

These loathsome relics are all too common among the older Earthbound and their more depraved servants. The pain of the ages was developed as an instrument of supreme torture, capable of inflicting every agony of which the Earthbound were capable. Originally conceived as devices for extracting information and punishing wrongdoers, they came to be used for the sheer sadistic pleasure of the wielders in any number of debauched permutations. These relics usually take the form of finely crafted, gleaming tools of unidentifiable shape and sinister purpose. Adorned with flanges, points, ridges and serrated edges, the devices are as varied in form as they are uniform in purpose.

SYSTEM:

The pain of the ages combines the Lore of the Flesh and the Lore of Longing to induce sensations of agony in its victims.

Activating the relic

SPEND: 1 Point of Faith.

The device must make physical contact with the target’s skin to cause its effect.

ROLL: DEXTERITY + RELIC POOL ◉◉◉◉◉ ◉◉ vs Targets BRACE (Note: These instruments aren't particularly effective in combat, The target is usually bound and tortured with this device)

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Each success inflicts a penalty of -1 to all physical attributes, as if the target were physically injured.

If the wound  exceeds the victim’s Stamina + 5, then victim passes out from sheer agony and will not regain consciousness until the end of the scene.

In addition, every success in excess of the victim’s Stamina inflicts one point of  lethal damage from neural overload.

These devices add + 7 to all torture rolls. The Agony is -unlike- any physical sensation the target has ever experienced, period. Players wishing to underplay the agony, must succeed in a COMPOSURE + RESOLVE test Difficulty 20+ to try to downplay the effects.

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NIGHTWING CLOAK :

COST: 30 XP

The nightwing cloak is a leather cloak that drapes across the wearers shoulders. The cloak has a minor demon bound to it who using lore of the winds can animate the thick leather tail to flap as wings.

SYSTEM:

ROLL: FAITH

DIFFICULTY: 12+

The wearer can lift vertically at its normal movement rate or glide horizontally at double its movement rate.

If the wearer ascends to great heights (80 meters +) with the nightwing cloak it can swoop at ground targets at triple its maximum movement rate.

When making a swoop attack add +1 to your attack roll.

The nightwing cloak can only bear the weight of its wearer, it cannot bear the weight of additional passengers. (unless they are cat or pug sized)

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HELLFIRE ENHANCED FIREARM

COST 100 XP:

For the cost of 100 XP ONE firearm the character owns is engraved with syir sigil that when activated turns the weapon into a semi sentient killing machine. 

With a small sacrifice of faith or blood the weapon can be convinced  to unleash unholy punishment on its foe. The character lends faith to aid the shot, rather than composure, trusting in the weapon to seek the target and inflict its burning wrath.

While this can be costly in terms of faith or blood, generally very few shots are required given the potential devastation of the weapon.

SYSTEM:

SPEND: 1 FAITH OR 1 HEALTH POINT per shot. 

ROLL:  FIREARMS + FAITH RANK + WEAPON ATTACK BONUS (Do not roll composure) (Max possible mod is 25+ with a attack 10+ weapon)

DAMAGE: is AGGRAVATED

AOE: Works according to the weapon mode employed at the time.

Vampires and Garou definitely do not treat the damage as bashing.

This enhancement can only be applied to Pistols types, Shotgun types, Rifle types, Machine gun classes.(sub and heavy)

Flamethrowers, rpg's and special ammo, thrown items cannot use this enhancement.

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SHROUD SPECS

COST 25 XP:

A simple pair of goggles that allows the user to pierce the shroud and see disembodied wraith.

Activating the goggles requires a faith roll

ROLL: FAITH RANK

DIFFICULTY: 10+ Shroud rating.

DURATION: 1 Scene

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HEART SEEKER

COST 25 XP:

A monocle or eye patch imbued with the lore of paths and lore of the fundament that is capable of guiding a projectile directly to the users intended target, be this around corners or navigating an entire crowd of people. It may even fly through openings in buildings, mail boxes, open windows, up and down stairs or through arrow loopholes in fortified buildings.

SPEND: 1 FAITH

DURATION: 1 instant

The projectile will wind and weave until it hits its target. Due to the nature of the attack and the obscure angle dodge defence suffers a -1 dot penalty. Brace deface is made as normal. Only single shot modes , or thrown projectiles may make use of the Heart Seeker evocation.

The range of the effect is equal to the weapons range.

The shooter is only required to know who he is shooting out, this can be as vague as "The bartender working the bar tonight" to "John Smith, that asshole who stole my girlfriend" so long as the target is in range, the shot will  (Baring successful dodge) hit the target.

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SHROUD SHADE

COST 45 XP:

Popular during the Victorian age and exceptionally potent when combined with the mourning jacket, the shroud shade is an umbrella that is imbued with the lore of the spirit and the lore of flames. The spiritual component combined with the flame component allow the wielder to fire a bolt of barrow flame  at unruly wraith or specters.

Additionally : Also when opened the Shroud Shade gives the user the equivalent of the wraith Arcanos Argos â—‰ for navigating the tempest. This is the equivalent , it does not mirror any abilities of Argos, it just allows the user to fly on the tempest winds and navigate them .

SPEND: 1 FAITH

ROLL COMPOSURE + FIREARMS + FIREARM STRENGTH OF 8 vs TARGETS DODGE

SUCCESS: Each success causes 1 aggravated damage to the wraith or spectre.

RANGE: The attack range of the firearm part of this is 20 meters.

NOTE: The Shroud Shade has no effect when employed in the skinlands, it only works in the shadowlands or underworld.

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THE GORGEOUS GLUTTONOUS GORGET

COST 45 XP:

A remnant of the dark ages when vampires were far more in the open and a known threat. It is basically a metal neck guard that allows wearer to ignore bite attempts to the neck while it's worn. This particular neck guard has its own set of metal teeth in the throat piece, that can make bite attacks of its own against grappled victims and steal their blood in a manner similar to vampires.

The Gorget bite inflicts lethal damage against grappled victims and each point of health lost by the victim is transferred to the gorget wearer, however the wearer can not gain more health than their health limit, so this device is best employed when the wearer needs to heal health.

Note: The bite attack is rolled as a "Grapple Follow up" the Gorget adds +2 to the wearers strength rating for this type of attack.

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THE EIGHT SHOT

COST 50 XP

An experimental from the early days of firearms, most people have heard of a double barrelled shotgun, but what about an eight barrelled one? Unlike most items on this list, the eight shot is not a demonic weapon at all, but rather an antique weapon. As an antique weapon it is not available in sawn off mode, such an act would be sacrilege.

Attack Bonus: +4 Damage: Lethal  Range: 30M Ammo: 8 Conceal: Unconcealable   

Modes: Scatter 

SPECIAL: One or more additional barrels may be discharged at once, due to the odd arrangement of the barrels two barrels are not particularly strong , however each additional barrel fired adds +2 to the overall attack providing the user has enough ammo for the bonus. A maximum of 16+ is possible (4+ 2 + 2 + 2 + 2 +2 +2 + 2 = +16) however reloading such a weapon takes one full action.

NOTE: One does not have to discharge all barrels, one can discharge just one, or two, or three, or four, five ,six and even 7... just remember the base line is 4+ (2 per additional barrel fired)

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MK VIII SPECTRE

COST 50 XP

Taking inspiration from the antique 8-shot the MK VIII SPECTRE is a modern version with some demonic enhancements. First the weapon is more compact and the barrels are in closer proximity with one another, however does suffer a reduction in range and fire power. The demonic enhancement ensures all damage is aggravated.

Attack Bonus: +4 Damage: Aggravated  Range: 15M Ammo: 8 Conceal: Jacket 

Modes: Scatter 

SPECIAL: One or more additional barrels may be discharged at once, each additional barrel fired adds +1 to the overall attack providing the user has enough ammo for the bonus. A maximum of 12+ is possible (4+ 1 + 1 + 1 + 1 +1 +1 + 1 = +12) however reloading such a weapon takes one full action.

NOTE: As with the 8 Shot the weapon can fire any combination of barrels the wielder chooses. 

ADDITIONALLY: The MK VIII SPECTRE is enhanced with a lore of the forge enhancement which magically alters the metal of the slug to the desired type. Silver, Gold, Cold Iron, Soul Steel. Which effect the appropriate creature types. Causing them to lose 1 point of essence in addition to aggravated damage. Wood can also be chosen which will torpor a vampire if five successes are scored on the attack.

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EQUIPOISE PISTOL BLADES

COST 100 XP

A pair of fully automatic pistols bound with a demon with lore of patterns and lore of flames.

Attack Bonus: +7 Damage: Aggravated  Range: 50M Ammo: 17 Conceal: Jacket 

Modes: Spray and rapid fire.

The demon is able to predict where blows are shots are going to land and gently nudges the wielder out of the way by the tiniest of margins, to most observers it simply looks like the wielder is standing still. While this is going on the guns move of their own accord to target hostiles. Again the wielders arms move but the wielder themselves seem to be focusing on anything but the fight. Shooting enemies behind them or to the side of them with out even turning their head. 

Additionally the pistols are equipped with blades which means the weapon can use its attack bonus in melee combat too. The blades themselves appear to be some burning aberration.

The lore of patterns gives the wielder +7 to dodge rolls vs all forms of physical attack.

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CERBERUS HOUND

COST 50 XP

Created by Coteb himself for loyal followers, Using the Lore of the beasts Create Chimera,  The Cerberus hound is monstrous three headed pit bull of massive size. Such a beast cannot go out into public due to it rising so many red flags. They are usually employed as guardians in characters homes or in places where extra security is required. Such pets are affected by the torment of the earthbound so are deranged, rabid beasts that exist only to kill and maim.

  • HP: 12

  • Attack: +12

  • Damage: Aggravated

  • Defense/Initiative/ perception  +15

  • Movement Up to 20 meters per turn.

  • Breath attack 10+ (Flame based, targets caught in the breath ignite is the dog rolls 5 successes on a breath attack)

  • Horrifying appearance, literally the beast appears as something that should be guarding the gates of hell. Characters must successfully roll composure + resolve difficulty 15+ or flee in terror. This check only needs to be made once.

  • Immunity to animal control powers. Only the cultist to whom the hound is gifted can control it, regardless of cult rank, however Coteb himself may destroy the animal at any time.

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