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Trinkets | ||||||||||
Umbuutu Drum: A small drum, usually hung from a belt or sash. By spending a gnosis point and tapping out the rhythm, the owner is able to enter the Umbra. Concentration is not as much a factor as knowledge of the correct beat. Once mastered, the beat comes as second nature and the owner can tap it out on the run, or on waking from a sound sleep. Many is the Bastet that escaped to fight again with these methods. Method: The owner spends a gnosis point, rolls performance willpower against the local gauntlet Ring of Three Gnosis: Able to store 3 points of gnosis for 36 hours. All 3 points must be put into the ring at the same time. If only 1 or 2 are put in, the holding time is 12 hours. The ring attunes to the wearer after one hour and confers a rough estimate of any available time left over. The ring must be dedicated or is left behind upon the wearer crossing into the Umbra, and whatever points it has are lost. If the ring is removed from the finger, or if the wearer dies, then the remaining time is changed from hours to minutes, or from minutes to seconds, depending on how much time was left. Method: The wearer spends 1, 2 or 3 gnosis and the ring stores it for the requisite time period. If the points are lost through removal of the ring, or death of the wearer, no points can be put in for 6 hours. Impala's Anklet: This heavy anklet seems like more a hinderance than a help. It was created as an aid in combat, and to assist those that always seemed to draw the oppositions fire. Through a combination creation/binding/dedication ritual, the red hot alloy anklet is slipped on the ankle of the recipient. The heat does not burn and soon it ceases to glow. In practise, the anklet allows the wearer to leap out of the way of harm whether in hand to hand or from missle fire. No gnosis cost is involved. Method: The anklet bestows 1 die for dodging for every two points of dexterity and athletics, in whatever the wearers' current form. Regular combat rules apply, (fight, dodge, or combo of both). |