Power: Major.
Description: A nightmarish instrument fashioned from bones, sinew and gristle, all carved, fitted and treated to slot together seamlessly in the form of a modern concert harp, about six feet high. The music played on it is beautiful but melancholy regardless of the composition. Played rapidly it produces a sound that could be mistaken for distant screaming if you weren’t just imagining things.
Effect: With a successful roll on an identity related to musical talent someone can ring a serviceable tune out of Diana’s Harp. After a little practice it becomes almost second nature, as though you’d been doing it all your life. In fact you can’t remember a time without it.
The music has the following effects:
- Anyone trying to commit an act of violence while in earshot of the playing harp must pass a rank 5 Violence check to go through with it. If they fail the check they may not pick the fight result.
- Playing the harp for someone can provide the benefits of long term therapy to a single individual regardless of the subject’s temperament and willingness. On a botch they don’t have to make stress checks ever again and lose the use of their passions. This feature is accessible once per week.
- Harmful magick, even if not directly offensive, cast while in earshot of the playing harp is reflected back on the source if the musician’s roll beats their casting roll.
Each of these effects drain the musician, depleting their musical identity by 1d10%.
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