THE CUP OF TEARS

THE CUP OF TEARS

By: Pneumonica

 

13th AGE

(chalice/implement)

This old tin goblet doesn't seem impressive, until filled with liquid, but that is the point. The snowflake pattern around the cup gives a clue to the utility of the vessel. The cup of tears was crafted by an ice-sorceress who was keen to always be ready for adventure, especially if everything of value had been taken from her. 

Attunement: To attune to the cup you need just cross out the name on the bottom and scratch your own name into the tin. The bottom of the cup is covered in crossed out names.

Bar Fighter: Always: Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic).

Cool Drinks:  Always: You are immune to non-magical cold. Any drink you place into the cup will rapidly chill.

Blade of Ice: Recharge 6+: As a standard action you may pour liquid into and out of the cup and form a bladed weapon out of the frozen liquid. The weapon is a non-magical one-handed sword. The ice blade is fragile - on a natural d20 roll of a 1 the weapon cracks and takes a -1 penalty, thereafter it shatters on an odd roll.  If the liquid was a poison or an acid or a potion the effect of the frozen substance is transmitted to the target of a successful attack on the roll of a 16+ and then the blade shatters.

Deeper Freeze: Recharge 11+: The goblet instantly freezes any potion or poison or acid placed into it. Frozen potions can be poured out as a cylinder of ice that stays cold and solid for longer than would naturally be the case. This is a good way to detect poisons before drinking.

Icy Brew: Recharge 16+: As a quick action throw liquid from the cup to perform a trick (freezing an enemy’s feet to the floor, providing icy ground for an ally to slide on, etc). This trick gives a +2 bonus to an ally’s roll or a -2 penalty to an enemy’s roll.

Nonesh: Quirk: Hot drinks cause tears of pain. Over-Attunement: -1 to all d20 rolls when in hot environments.

GMs: Who was the ice sorceress? Why did she fear having everything taken from her? Is the cup actually old and battered as it appears, or is that an illusion? Whose names are crossed out on the bottom? Who wouldn’t want it known that they used to own the cup

PATHFINDER

 The Cup of Tears

Aura strong divination; CL 20th

Slot --; Weight 1 lbs

Description

This old tin goblet doesn't seem impressive, until filled with liquid, but that is the point. The snowflake pattern around the cup gives a clue to the utility of the vessel. The cup of tears was crafted by an ice-sorceress who was keen to always be ready for adventure, especially if everything of value had been taken from her.

Attunement: To attune to the cup you need just cross out the name on the bottom and scratch your own name into the tin. The bottom of the cup is covered in crossed out names.

Bar Fighter: You can use the goblet as a light improvised weapon that does 1d4 bludgeoning damage. You take no penalty to attack with it. At 3rd level you gain a +1 morale bonus to attacks with it. This increases by +1 at 6th and 9th level.

Cool Drinks: Starting at 5th level the bearer gains energy resistance equal to his character level.

Blade of Ice: At 8th level as a standard action you may pour liquid into and out of the cup and form a bladed weapon out of the frozen liquid. The weapon is a non-magical longsword. The ice blade is fragile, on a roll of 1 on an attack the weapon gains the broken condition. If another 1 is rolled it shatters. If the liquid was a poison, acid, or a potion the effect of the frozen substance is transmitted to the target of a successful attack on the roll and then the blade shatters.

Deeper Freeze: Starting at 11th level the goblet instantly freezes any beverage that would harm the drinker placed into it. This is a good way to detect poisons before drinking.

Icy Brew: As a standard action the bearer can throw liquid from the cup at an adjacent target. The liquid freezes as soon as it splashes on the target, covering them in ice. This entangles the target for 5 rounds. This ability can be used once per day per two levels beyond 1st level.

Nonesh: Quirk: Hot drinks cause tears of pain. You cannot drink from any vessel but the Cup of Tears. Over-Attunement: Icey nature. You take a -1 penalty attacks, saves, and skill checks when the temperature around you is greater than 100 degrees.

GMs: Who was the ice sorceress? Why did she fear having everything taken from her? Is the cup actually old and battered as it appears, or is that an illusion? Whose names are crossed out on the bottom? Who wouldn’t want it known that they used to own the cup?

SAVAGE WORLDS

THE CUP OF TEARS

(chalice/implement)

This old tin goblet doesn't seem impressive, until filled with liquid, but that is the point. The snowflake pattern around the cup gives a clue to the utility of the vessel. The cup of tears was crafted by an ice-sorceress who was keen to always be ready for adventure, especially if everything of value had been taken from her. The bottom of the cup is covered in crossed out names.

Attunement: To attune to the Cup of Tears, you must cross out the name on the bottom and scratch your own name into the tin.

Bravery From The Bottle: Once attuned to the Cup of Tears, you literally become a tougher opponent when you drink. You gain the effects of the Liquid Courage Edge. If you already possess the Liquid Courage Edge, you gain no additional benefits.

Sorcery of Snow: The Cup of Tears possesses 10 Power Points, which activate and sustain the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge trait check (or Knowledge (Arcane) skill check, at the GM's discretion) to activate. The Sorcery of Snow may be used to activate the following powers:

* Obscure (PP: 2; Rng: Smarts; Dur: 3 (1/rd); Trappings: Flurry of snow): You can visually obscure an area. See "Savage Worlds Deluxe" for more details.

* Stun (PP: 2; Rng: 12/24/48; Dur: Instant; Trappings: Ice encases foes): You can cause those in an area to become Shaken. See "Savage Worlds Deluxe" for more details.

Icy Affinity: While attuned to the Cup of Tears, you become susceptible to the effects of heat and fire. You suffer a -2 penalty on all Vigor trait checks to resist the effects of high temperatures. Over-Attunement (Attuned to more than one item per Rank): You become possessed by an extreme fear of fire. You gain the Phobia (Major) Hindrance.

GMs: Who was the ice sorceress? Why did she fear having everything taken from her? Is the cup actually old and battered as it appears, or is that an illusion? Whose names are crossed out on the bottom? Who wouldn’t want it known that they used to own the cup?