~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Druid's Cauldron {Cauldron} [Jack] Creator: Unknown [Verbena] Talisman 2: Correspondence II / Prime I This large black cauldron serves a focus for Verbena Magi. In addition, it allows for the user to see other places. I think two dice is too weak for this. Make the time stirring 5 minutes, with a verbal component, and give the user a break and 4 dice (use the chart on p. 184 to determine range). Correspondence II: By stirring the cauldron and muttering, the Druid can look into the cauldron and see other places. [as with Correspondence Sensing]. Prime I: Any magical being or item will glow and shimmer when being viewed in the cauldron, showing it to be magical. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gauss Gun {Gun} [LostBoy] Creator: Dr. Ernest Fielding [Sons of Ether] Talisman 3:: Forces III / Prime II / Entropy I This looks like a rather large heavy pistol, with a huge sight on top (which is longer than the gun. The gun itself has small rings running around the outside of it, up the barrel. The gun shoots a solid pellet from the barrel. The pellet is given a strong negative charge, and then an huge positive charge runs up the barrel, propelling the pellet towards a target. When hit, the target also takes electrical damage, as the pellet still has a very large charge. Disciples of Matter can create pellets inside the gun for easier fire. Mundane Mechanics: Difficulty: 7, Damage: 4 (+ electrical damage). Scope adds two dice to the dice pool. Magical Effects: Forces 3: Any charged pellet which hits a target does (3 dice * 2) damage [difficulty 6]. The effect is a strong electrical discharge, so this is also great to use on computers or other electronics you don't want to mess with. Prime 2: This is a necessary part of the talisman to provide a conduit of Quintessence to fuel the gun, pellet, and power the scope. Entropy 1: The scope is a device that show the target in strong relief, and highlights the weakest area of the target (as in Dim Mak). Given one round to target an object, the scope will make small corrections to the aiming and firing of the gun so that this vulnerable part is hit. Extra mundane damage is done for every success on 3 dice [difficulty 6]. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Heatshades {Glasses} [deirdre@efn.org] Creator: [] Talisman 1: Forces I This Talisman provides the user with Infrared vision, very helpful for identifying Vampires. They appear to be a normal pair of mirrorshades. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Super Sneakers {Shoes} [deirdre@efn.org] Creator: [] Talisman 5: Correspondence V / Correspondence IV / Time III / Correspondence II / Time I This pair of running shoes gives the wearer incredible abilities when moving. Magical Effects: Time 1: User knows precise time whenever active. Correspondence 2: This allows the user to extend his perception along his running path, thus allowing him to spot obstacles. Time 3: The user can accelerate his movement through time, adding one extra turn for each success above 2. Correspondence 4: Can create Pathways to other Places. As per Conjoin Localities. Correspondence 5: Can shorten the distance between two points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Teleportation/Transubstantiatian Chamber {Machine} [LostBoy] Creators: Dr. Emil Heinrich, Dr. Ernest Fielding [Sons of Ether] Talisman 5:: Spirit V / Life IV / Correspondence III / Correspondence II / Spirit II This is a large round booth connected to a large computer setup, with a giant monitor attached. It can be used to teleport to and from locations, including the Umbra. All rolls (for correspondence or spirit travel, or Life effects) are made with 5 dice, the level of the Talisman. The Chamber can be operated by hand by anyone who has been taught the operation of the device by someone who knows how, or who makes a Computer Rolls (3 successes, difficulty 7). The Chamber can be operated remotely by one of three linked communication devices. Thus one could command to be brought home immediately, or, one could request the teleportation of, "the person 7 feet North of me" through use of the communicator. The chamber actually works by breaking the body of a target down into Ether, and then transporting the memory through the Ether to a new location, and putting it back together there. It's perfectly safe. Really. Magical Effects: Spirit II / Correspondence II: The monitor can be used to peer into the mortal world or the Umbra. Those who can sense such would see the viewers peering through a screen. Unlike the usual Correspondence Sensing (Level II), only sight and sound are transmitted, no aural or touch related information is given. Also, there is no way to communicate with any creature thus viewed (this is how I get a second Level 2 effect instead of a Level 1 effect). Correspondence III: This is a reworking of the Seven-league Stride. The body gives a faint humming sound and appears to slowly break up into squiggley fragments, which then disappear (if you think Star Trek, you are correct). If you are going from point A to point B, you would need to first teleport to the Chamber, then out again. You must either be in the chamber, or wearing one of the communication badges for this effect to work. Life IV: What was first a really bad bug in the system has been turned into a rather powerful weapon. When directed either from the view-screen or by directions through a communicator, the Chamber can teleport only part of the body into the Ether, forming lesions and hemorrhaging on the remaining form. The user must roll Perception + Science to correctly give instructions to the Computer on where to attack. Damage is 5D * 3 (difficulty 6). [See "Rip of the Man-Body"]. Spirit V: This allows actual teleportation into the Umbra. The physical body is broken down into Ether and stored in the computer's memory while the Spirit is teleported into the Ether. It is projected on a path to the destination, but it must still journey there slowly -- it doesn't just materialize there. By use of this the mage can also quite easily be sent to locations in the Near Umbra as well [See Deep Umbra Travel]. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~