Mystical Items for Masquerade
By Ian Turner
Berserker Fang
The holder may spend one Blood Trait to gain Brawny, Ferocious and Tough for the scene (or until used up) but also becomes 2 bids down on any defense! Not usable more than once per scene. During this scene the extra Traits are treated as the user's for all purposes and can even be recovered through the use of Willpower.
Blazing Candle
The user may expend one Blood Trait to create a sunlight-like flash of light that will force all other Kindred in the area to check for Terror Frenzy (a Static Mental challenge must be won to avoid Frenzy). Setites or those with a the Sunlight Beast Trait do not get a check to avoid frenzy. The candle can only be used once per night.
Inner Stone
The bearer gains one Willpower Trait that can be used as the bearer wishes. This Willpower Trait is always the first one used and cannot be recovered. The stone may then be handed to another individual, who may then also use the stone once. It can never be used more than once per night, no matter how many holders attempt to use it.
Blood Pouch
This pouch preserves a variable amount of vitae indefinitely, from 3 Blood Traits of mortal or 13th Generation Kindred vitae to 20 Blood Traits of 4th Generation Kindred vitae. The pouch can only be destroyed by three Aggravated Wounds or a deliberate use of Puissance, it is otherwise nearly indestructible.
Femur of Toomler
This bone acts as a club (2 extra Traits and the negative trait of Clumsy) but inflicts an Aggravated Wound when it strikes.
Sire's Index Finger
This item provides one free Willpower Trait to the holder, but only for the purpose of resisting Frenzy. It can only be used once per night and the Trait is always the first one used. It must be recovered as any other Willpower Trait and does not `recharge' itself, although the person that recovers its' Trait need not be the one who later uses it.
Soul of the Tree
This wooden stake allows a re-test on any failed attempt to stake a Vampire through the heart. A Willpower (or Humanity) Trait must be expended for each re-test.
Giant's Blood
This draught acts as one Blood Trait and confers Potence up to Puissance to the drinker for the scene. The imbiber may expend XP to retain these Disciplines permanently, but must pay any additional costs for Age or out-of-clan Disciplines. This is a rare exception to the rule that no more than one Trait can be purchased per session.
Masque of 1000 Faces
This fragile-looking porcelain tragedy mask is actually quite tough (2 Wounds to break) and confers upon the wearer the ability to use Mask of 1000 Faces at the expenditure of a Mental Trait. The Mask only lasts for a single scene and a new Mental Trait must be expended for each change of appearance or each new scene.
Draught of Potence
This elixer acts as a single Blood Trait and confers the effects of a successful use of Prowess to the drinker, restoring all Physical Traits relating to brute strength.
Haqim's Blood
This viscous oil confers the effects of the Quietus Discipline Poison Blade when smeared upon any melee weapon. It lasts for only one scene.
Love Potion
This philter acts as the effects of Entrancement on a drinker, entrancing him to the first person he sess after consuming the elixer.
Beauty's Bane
This full-length mirror distorts the image of anyone who looks into it. Most targets are affected as by the power of Dread Gaze, but Toreador are affected as by a Terror Frenzy and Nosferatu and Samedi see themselves in their in-life forms, which may depress them, but has no detrimental game effect.
The Elixer of Transformation
A Souleater trap, this greenish-black ichor contains the very essence of Vicissitude. The drinker immediately gains a Path Trait or a new Derangement at the Storytellers' discretion and gains the use of Vicissitude up to Horrid Form for the remainder of the scene. Note that if the powers are used more than 3 times during the scene, the drinker gains yet another Path Trait or Derangement, again at the Storyteller's discretion.