ARCHINT: The Falconer's Glove

I've been running a sandbox scenario focused on the player Agents figuring out which items up for sale at an auction may be Unnatural and sabotaging the event so that they do not fall into the wrong hands. Here is a detailed writeup of one of the artifacts, assuming it is revealed to be Unnatural. There were six other artifacts in the scenario, three of which I will publish in this fashion. The other three were simply too specific to the context of my campaign. An operation report for the scenario will be coming "soon" (in the Arc Dream Publishing sense of the word).

The Falconer's Glove
A leather falconry glove associated with the cult of Mars-Nodens, retrieved from a late-Roman / early-medieval temple of the god. Surprisingly well-preserved for an artifact made out of leather. It allows the wearer to summon a Night Terror and bind it to their will. 

History
The glove dates to the 5th century AD, around the collapse of Roman control on the British isles. It was created by a warrior priest of Nodens, dedicated to hunting rival Unnatural cultists. After its original owner died while housed at a temple-hospital of Nodens in the Severn Valley, the glove was buried with him. It was found again during the initial excavation of the temple in 1806, and shifted hands quite a few times. It entered the collections of many a wealthy occultist, and, on one occasion, even became the object of worship of a new cult of Nodens. 

In 1929, the glove was acquired by Justus Arndt, former member of the Thulegesellschaft, who would later go on to join the Karotechia. It became a valuable asset for K-Group and was even used against Delta Green Agents during a 1944 covert operation. The Karotechia believed it to be a long-lost artifact of the ancient Aryan civilization and its Celtic descendants. What happened to the glove after 1945 is unknown. Perhaps it is still property of the Karotechia and they have brought it with them to La Estancia, perhaps it sits locked away and forgotten in a Green Box somewhere on American soil, perhaps it has fallen into the hands of another, unknown enemy. 

Unnatural Properties
The glove's wearer needs to hold a 'lure' in their gloved hand and expend 12 WP and 1D4 SAN to summon the Night Terror. The 'lure' symbolizes the target of a hunt, and is typically a small object made out of leather and bone, which must have been hand-made by the wearer. The ritual must be performed at night. When the glove is activated, the Night Terror swoops down from the starry sky and snatches up the 'lure' from the summoner's hand. From then on, the summoned entity acts to injure or kill the indicated target. After completing the task, the Night Terrror acts of its own volition, and may even turn on its summoner. Giving more specific orders or trying to take control after the task is done costs 5 WP per command, requires an opposed POWx5 roll and is counted as an action in combat. The command may also be 'return from whence you came'. The cost is lowered to 4 WP and the operator's POWx5 roll receives a +20% bonus when Sirius, the Dog-Star, sacred to Nodens, is visible in the sky.

The rituals needed to operate this artifact can be learned by studying the notes of its previous owners. By far the most accurate and comprehensive are those left behind by the 19th century Nodenite cabal, but those are incredibly difficult to track down. It is far more likely that Arndt's notes are found with the item, which may, due to malicious intent or plain incompetence, omit certain details, such as the summoned Night Terror's tendency to betray its summoner once the given task is completed. 

The Night Terror
An obsidian-skinned raptor from the Dreamlands, the Night Terror somewhat resembles a gargoyle. It takes the shape of a bat-winged humanoid figure with sharp claws and a smooth, featureless face. A long barbed tail helps it keep balance in flight, and also proves useful in tormenting unlucky victims. Its large wings flap without noise. It kills somewhat like a Bearded Vulture: it grabs or pushes its prey, causing them to fall down immense heights and shattering all of their bones. Their claws and tail serve mostly to keep the victims in place and inflict painful, but rarely lethal wounds. Night-Gaunts tend to travel in vast flocks, and if left to its own devices, a lone Night Terror will almost certainly try to summon its brethren from the Dreamlands.

Night Terror
Nightmarish Beaste
STR 17  CON 17  DEX 19  INT 2  POW 12 
HP 17  WP 12  

ARMOR:
 2 points of obsidian-black leather. See Dream-Born.
SKILLS: Alertness 40%, Flight 50%, Stealth 70%
ATTACKS: Barbed Tail or Scratching Claws 60% 1D6
Grab and Tickle 50% (see Grab and Tickle)
Rise and Drop (see Rise and Drop)
DREAM-BORN: The Night Terror is at home in any environment: Radiation, pressure, cold, vacuum, and more have no negative effects on it. It can move on the surface of Saturn, the depths of the ocean or in open space with equal ease. Making a Called Shot for 'vitals' has little to no additional effect on this creature whose physiology is shaped by nightmares and fear. 
GRAB AND TICKLE: If this attack succeeds, the target is immobilized, grabbed by the pinching claws of the Night Terror and held tightly by its muscular tail. An opposed STRx5 or Unarmed Combat roll against the Night Terror's STRx5 , as per the Escape combat action. Every turn that the target fails to escape, they suffer 1 point of damage from the Night Terror sharp claws and barbed tail.
RISE AND DROP: Once it has grabbed a target, the Night Terror can rise up high in the air and drop them, like a Bearded Vulture does with its prey. For every turn it rises with the target in hand, the drop deals 1d10 damage. This damage also applies if the target Escapes from the Night Terror's grasp.
RITUALS: Call Forth Those From Outside (Night Terror) 
SAN: 1/1D4 or 1/1D6 for witnessing a whole flock.

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