Three Talismans
By Hans Messersmith Jan. 1996Cobra Blade
Level 3, Quintessence 10
This Talisman is a band of metal that is worn on the hand around the palm. The outside is silver, the inside steel. This band has the ability to alter form on activation to any of four forms: a dagger, a set of metal knuckles plated with silver, a silver katar (punch dagger) and a tulwar (a broad Indian scimitar). Each activation of the power allows a virtually instantaneous shift to one of the other forms. Also, the user may activate the weapon to generate an effect equivalent to the Prime 2 effect Rubbing the Bones (1st Edition: pg. 211 of the core book; 2nd Edition: pg. 215 of the core book; Mage20: pg. 48 of How Do You DO That?). Finally, the blade always remains razor sharp, with no expenditure of quintessence. There are several of these Talismans, all used by Followers of the Black Flame, an obscure Euthanatos sect with its roots in southern India. The sect's leader, Ishvarakrishna, founded a Chantry in London around the turn of the century, but this Chantry was destroyed in the General Strike of 1926.
The Shade
Level 3, Quintessence 12
The Shade is a 1930's vintage Triumph motorcycle once owned by the famous Akashic Brotherhood adventuress Sahara West around the time of World War II. It has several abilities which make it unique. The motorcycle has a remarkable sense of balance. This balance reduces the difficulty by 3 of any roll that would benefit from this effect, without activation. It also grants the rider 3 extra dice to Drive rolls for a turn per activation. This allows even a novice motorcyclist to drive like a professional and allows skilled motorcyclists to perform feats that even Evel Knievel would baulk at. Secondly, the cycle has the uncanny ability, when activated, to never hit a red light, never get stuck behind a school bus and always pass just after that absent minded pedestrian runs across the street. This power will work at any speed and is especially useful when chasing or being chased. Ms. West never revealed how she came to possess this Talisman and gave conflicting reports of its origin throughout her life.
The Eye of Dawn
Level 5, Quintessence 30
The Eye of Dawn is a hideous Talisman, used only by those well on their way to becoming Nephandi or those foolhardy enough to risk the Paradox involved. This Talisman is a bronze sphere, roughly the size of an eyeball, with finely engraved hieroglyphics covering its surface. As part of a ritual found only in certain ancient texts, it can replace a mage's eye. This ritual involves removing the eyelids and creating a unique pattern of scars around the mage's eye socket. These scars take the form of rays coming out from the Eye of Dawn. The Eye is then placed in the eye socket, where it incorporates into the mage's body. It can only be removed by Life magick or by the death of the mage. The mage will gain the Disfigured and Strangeness Flaws, without gaining Freebie Points, if he obtains this Talisman at any time other than character creation. The mage gains five powers from the Eye.
- The mage can now see in any light conditions.
- The mage can now look at any point, and then see as if the mage were standing at that place.
- The mage can now probe any person's mind by staring deeply into their eyes. They can search for specific thoughts, either surface or deep.
- The mage can cause in any person a complete breakdown in bodily functions, doing damage as an Entropy 4 attack.
- The Eye can generate a very bright field of light, equivalent to sunlight. This light can be spread out from the eye like a large spot light or condensed down into a pencil-thin beam like a laser, doing damage as a Forces 3 attack.
The Eye of the Dawn is very old, and highly prized by many amongst the Nephandi and certain traditions, especially the Order of Hermes. It is believed that the Eye may have other properties that can be unlocked, but no reliable sources exist as to exactly what these properties may be.
