Rare
The items listed below are not common or public knowledge In-Character. A character may retain up to 3 Rare artifacts.
Ancient Mountain's Gale
An old Irian fan, clearly crafted during the heights of the Kensho Clan. The fan itself depicts a serene mountain peak, where green-tinged gales weave around the peak. The pin connecting the fan together seems to be made of sculpted emerald, and the fan. despite its age, seems to be wholly unworn by time.
[Boon]: As a limited one-action ability, the wielder of this fan may blow a gust in a direction away from them. Creatures within Skirmishing distance in that direction get knocked backwards 3 blocks.
Holder: Myra (@Bookwormpower)
Arbor’s Reach
A weathered polearm coiled by tight, flowering vines. The closer one becomes with nature, the greater their attunement with this instrument becomes.
[Boon]: Three times per day, using both actions on their turn, the wielder can unleash gnarled vines to perform a Grapple or Pull maneuver from Skirmishing distance. At DM discretion, this may be used to interact with objects. The maneuver uses the weapon’s template in place of an Unarmed roll, and can substitute HAR: Nature in place of STR: Athletics. Each time this technique is used, flowers wilt and fall until the staff has none left. Ten minutes of meditation amidst greenery the following day will restore them.
Holder: ?
Betrayer
A gold ring shaped liked a coiled snake with ruby eyes. When worn by a vampire, the fangs will sink into the finger, preventing it from being removed.
[Boon]: If the wearer consumes the lifeblood (kills via a bite action) of someone that fully trusted them as a friend or loved one at the start of the scene, the required health to be considered at Fully Fed is reduced by 1, to an overall minimum of 17.
[Bane]: Autofails the HAR: Belief check to resist the compulsion to feed if the vampire is not Fully Fed.
Holder: Cosimo (@mallsharkz)
Carved Shell Necklace
A shell carved with sea-worn sigils, bound with leather cord. The wearer ignores the penalties for Attack, Evade, and Block rolls made in deep water and allows the use of Skirmishing and Ranged weapons in deep water.
Holder: Callan (@Bobbie)
Crescent Blade
A slender greatsword with a Moon clan crest upon the crossguard. When you successfully strike a target that is Grappled or bound by magical means, a magical tie of water binds them even further. When taking the Struggle action to break free from the Grapple or magical bind,
the target must succeed an additional STR: Athletics. This effect stacks for every successive hit, up to three.
Holder: Azuran (@A_Z_U_R)
Eelspine Greatsword
A giant blade of pure bone, held together with a hilt of coral, while being as heavy as a greatsword, there is an unnatural lightness to it. An oath is carried by the blade, a lingering fragment of a spirit long gone into the cursed depths.
“To protect your loved ones.”
Said oath may rattle the blade in battle, pushing the wielder forward with unnatural speed.
[Boon]: Once per scene, as a limited action instead of a regular strike, the user may instantly move to and strike a target in Skirmishing distance provided the path to the target is unobstructed.
Holder: Tyger (@CitrineCrust)
Flambeau
Fabled
A cresset that doubles as a mace with a handle and grip. Its flame only alights when gripped by an oathsworn to the Lady of the Lake.
[Boon] The cresset may act as a Lantern tool and through a single limited action, the oathsworn is able to guide allies to its light. Until the end of the oathsworn’s next turn, their base movement is increased by 4 blocks and allies moving towards them also have their base movement increased by the same.
[Bane] The oathsworn that bears the light has no place in the darkness. All stealth checks are done with a -3 modifier.
Holder: Caleb (@BirdmanDean)
Gatekeeper
A pure-black barrier of once-metal that reflects the stars and what lays between them.
[Boon]: When blocking, a successful shield roll with nullify inbound projectiles (including spells), shunting them off to the ether as if a window rather than a wall.
Holder: Grydda (@MightyLug)
Lovebites
A grand, gothic blade, forged from accursed refined steel. Unlike any other reflective surface, a vampire may gaze upon the blade and be met with their own visage. Eerily, blood is drawn to the blade, and the winged Dragon-blessed recognise the sword as an aberration.
[Boon] With every successful attack, 1 HP worth of blood coats the blade, up to a maximum of 3 HP total. This blood may be consumed using an action, healing for the amount of HP stored. Stowing the blade resets the amount of stored blood to 0. Only a vampire may benefit from this, and the typical banes of vampirism apply: starsilver and silver temporarily disable the effect, and uningestible blood does not count toward the stored amount.
[Bane] Of a cursed nature, the blade calls to vampires and stokes their inner greed. While the blade is in hand, vampires within Skirmishing distance must succeed a HAR: Belief check at the start of their turn or succumb to its call, becoming entirely fixated on taking it for themselves. Additionally, if the blade is presently storing blood, the wielder must feed from it or attack using it; if they spend a turn not doing one or both, they take AP damage equivalent to the amount of blood stored, which then resets to 0.
Holder: The Stranger (@Child of Rapture)
Release
A thin blade made from a blood-red metal of unknown make. The length of the fuller is inscribed with ancient Aedall text: ri%j€]qi¥
[Boon]: After killing a target that possesses blood using this weapon, the wielder gains 2 temporary HP. Additionally, on a successful hit, the wielder may increase the weapon's damage by 1 at the cost of 1 HP. Wounds caused by this blade, both self-inflicted or otherwise, take twice as long to heal.
[Bane]: The wielder feels a great sense of protection towards the blade, compelled to guard it with their life and always keep it on their person. Once drawn, it cannot be sheathed or put away until it has tasted blood, and starting a turn within Skirmishing distance of a near-death target (in Critical or stable in Bleedout) will compel the wielder to violently finish them off unless they succeed on a HAR: Belief check with +1.
Holder: Helara (@D_K)
Siren's Call
Fabled
Within your hands is a blessing of the Siren Serene. Crafted from exquisite silver, the chain seems weathered and tarnished from years beneath the waves. At its center, a deep sea-blue sapphire, sits expertly carved into the shape of a nautilus shell.
[Boon]: Once per encounter- or as a free action outside of combat- the wielder of the Siren's Call is able to issue commands to nearby dolphin sized or smaller sea-life. While unfit for combat, these creatures are capable of simple commands (go, stay, follow, fetch). More complex commands (see: Animal Kinship feat) can be made with a successful Belief check. Already passive sea-life, such as schools of fish, linger near the wielder as a friend of the Siren and ocean alike.
Holder: Callan (@Bobbie)
The Fell Star
Fabled
A fragment of meteoric iron that has been fashioned into a heavy mace. It exudes a powerful force of attraction.
[Boon] Gravitic Weight: The weapon gains a +1 modifier to its attacks against creatures larger than a greatling or to creatures considered, or are, wearing heavy armor. This does not stack with other bonus modifiers.
[Bane] All forms of loosed projectiles (recurve, sling, longbow, crossbow) target the oathsworn with a bonus +1 to their attack rolls.
Holder: Iselle (@MsTorii)
The Third Fragment
A twin-pronged spear mounted upon a short haft. The balance is broken, and it is difficult to wield with one hand. This fragment is what remains after a tether was split but never reconciled.
[Boon]: When a spectre, apparition, vampire, or possessed entity is successfully struck with this spear, an echo of the third fragment remains embedded within them until an action is taken to remove it. While embedded, enemies targeting the afflicted benefit from a +1 to weapon aim rolls and deal a bonus 1 damage. Additionally, this may be used to sever a possession at DM discretion.
[Bane]: After every attack with this weapon, the wielder must succeed a HAR: Belief or STR: Fortitude roll, immediately falling Prone in a slumber should they fail. In this state, they are unable to move or act and do not wake until they take damage or until an ally expends an action to shake them awake.
Holder: Thrudni (@Rinnie)
The Last Battle
An ancient bastard sword, weathered with notches along the metal like scars. The ruddy tint gives an impression of metal caked in long-since dried gore. Still, it remains supernaturally sharp.
[Boon]: As a limited action, once per day, the wielder can power through their injuries and stabilize themselves to 1 HP.
[Bane]: In their sleep, and even sometimes in waking, the owner of this blade often has nightmares and visions where they meet a grisly and horrific end - yet, they are drawn to that fate. When wielding the blade, the temptation to fight even losing battles rises, regardless of injuries accrued. The blade will only change hands between the slain and slaying, and will always occupy a place in the owner's equipment thereafter.
Holder: Altheric (@Jarckow)
Thunderbrand
Thunderbrand is a spear made of refined steel, nearly two centuries old yet still in impeccable condition. Near the middle of the spear, an odd maker's mark is engraved: the first banner of Cazmuth. Jolts of blue lightning echo over its surface and crawl up the wielder’s arm, hinting at some hidden power.
[Boon]: Three times per day, after successfully striking a target with Thunderbrand, the wielder may dissipate and reappear on a block adjacent to a target within Skirmishing distance of their original position in a flash of lightning. Using Thunderbrand, they may make a free, half-damage attack with a -2 penalty against the target. This does not count as movement or trigger movement-based effects.
[Bane]: Over time, Lichtenberg figure scars develop on the wielder’s arm. Each time the effect is used, the wielder takes 1 AP damage.
Holder: Yarrow (@Moosh)
Tidecaller Conch
A pearly conch shell. By blowing into the conch, you summon a more favorable current in a scene. Allies and yourself forgo rolling DEX: Acrobatics or STR: Athletics to stay afloat in Deep Water, and only incur a -1 penalty to all forms of movement.
Holder: Tayde (@Olomet)
Tiger-Eye Ring
This ring tightens around the user's finger, and is not removable. The wearer cannot naturally heal any more than the base amount of HP per day (3 HP), for instance, this includes medical RP and potions. The wearer may add +1 to the contested Grapple or Struggle roll (before it is rolled) for the cost of 1 HP.
Holder: Cuandi (@Fortune)
Yama's Obsidian Eye
[Boon]: As an action, the wielder of the Obsidian Eye can cast it down on the ground to expand an opaque cage of etheric energy with a 4 block radius centered on themselves. The cage functions like an Etherdome that lasts for 3 rounds and can be dispelled, though only the user and a single target of their choice are kept inside for the duration while all others are shunted to the nearest grounded space outside of it.
After expending its energy, the Obsidian Eye can be recharged a week later with a cast of Etherdome upon it.
Holder: Helara (@D_K)