Saturday, August 1, 2009

Magic Item: Mask of Cyn

Mask of Cyn

These powerful artifacts are a result of the war between the Sons of Cyn and the Brain Lashers (see Mutant Future). They are metallic masks that cover the entire head, each portraying an expression corresponding to the sin they represent. Once put on, it can only be taken off with Remove Curse spell. Once worn, the user is immune to the mental powers of the Brain Lasher and the Brain Lasher cannot eat the wearer's brain. There are six types of masks. Each type corresponds to a particular characteristic and sin:

Strength (Wrath): Shocking Grasp 3/day for 3d6 damage

Intelligence (Pride): Mind Thrust. Range 50' damage 1,2 or 3d6. Power must recharge for one round per d6 used in the last attack. Please note: anyone wearing a Mask of Cyn gets a save vs. spell to negate this damage.

Wisdom (Avarice/Gluttony): Mental Phantasm. The user is capable of creating a realistic, illusory environment in the mind of another conscious creature. These visions are realistic to all senses but touch. Once the target tries to make physical contact with any element of the phantasm it dissolves into reality.

Dexterity (Despair): Haste 3/day. This only affects the user who must rest for double the duration of the spell or suffer damage equal to half her HP.

Constitution (Weakness): Body Adjustment. The user can heal all of their HP once every 24 hours. In addition, if in a life or death situation the user can double their STR, DEX and CON. This latter power can be used 1d4 times per week.

Charisma (Lust): Charm Person 3/day.

When the mask is first put on, a type of contest of wills begins. The character must make a save vs. spells. If the character saves, the mask is inert and functions as a great helm (though it still can only be removed with a Remove Curse spell). If the character fails, the mask activates and lets the character know all the powers of the mask and how to use it. Once the mask is active, the character must make a save vs. spells in order to subject themselves to the Remove Curse spell to remove the mask. A failed save means the character refuses to take the mask off. Any time the character is in a situation that would warrant the use of the helmet (or whenever the player voices the desire to use it) the character must make a save vs. spell. If the save fails, the character either activates the mask (if it was inert) or must use the power of the mask (if active).

Every time the power of the mask is used, the character must make a save vs. spells. If the save fails, the characteristic associated with the mask is reduced by 1. The next time the power of the mask is used, the characteristic goes back to its original score; however, the next time the save is failed, the score is reduced by the number of times the save has been failed. Thus a character with a STR of 15 who has failed the save for the third time now has a STR of 12. Once the characteristic is reduced to 0 the contest of wills is over and the mask takes control. The character is now an NPC and handed over to the Referee.

If the mask is removed after any characteristic loss, that loss is permanent until a Remove Curse spell is cast for each characteristic point lost.

Active masks will fill characters with visions of a great civilization from some lost past. The characters will be compelled to rebuild/recover this civilization primarily using the sin associated with the mask.

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