Newsgroups: alt.games.whitewolf
From: The Man in Black <scoggins@pulua.hcc.hawaii.edu>
Subject: Two magic Items
X-Xxmessage-Id: <AAE446E505036DFC@spb.hcc.hawaii.edu>
X-Xxdate: Mon, 7 Nov 1994 21:04:37 GMT
Organization: The Forces of Evil
X-Newsreader: Nuntius Version 1.2
Date: Tue, 8 Nov 1994 07:07:00 GMT

November 7th 1994  by Kenneth Scroggins

The Flowers of Heaven

"What if you dreamed that you walked the fields of heaven, and that you
plucked a beautiful flower there? 
And what if you woke up the next morning, and you had that flower in your
hand? 
What then? Eh? 
What then?" 
- Samuel Taylor Coleridge

The flower can appear as any flower from as simple as a daisy, pure as a
lily, or intricate as a Chysantheum. The color can vary with each person
who sees it or it can be the same all the time. It can perform one
miracle (as per the Faith Numina) per background point (for talismans,
gifts, or fetishes) spent on it. With each miracle performed, the flower
loses petals (which dissolve into sweet smelling smoke before touching
the ground), but until all the miracles have been performed, the flower
is fresh and covered with dew, even if it has been around for hundreds of
years.

Characters in contact with the flower may develop Dream skill (from the
Sabbat Players Guide) or Dream background (from Mage the Ascension) by
paying the appropriate xp cost of course. Characters with Faith have
difficulties for rolls involving their Faith are reduced by one whenver
the flower is held in both hands and used in prayer.

Possible consequences for the characters who gain possession of the
flower may arise: Spirits from the dreamlands or beyond could want the
flower for whatever purpose, evil entities may seek to destroy the flower
and anyone associated with it. Demons, the faithful, and the unholy all
have good reasons to seek out the flower. Unusually, all the thorns and
tribulations that go with these holy flowers seem to lead to salvation in
one way or another.

the pure sand of dreams...

"You are right. This is a dream. But not a dream from which you will not
waken. Not now. Not ever."
 - Morpheus, from Neil Gaiman's _Sandman_

This is a very special kind of Tass/Talisman. It can create Talismans in
addition to any normal uses for Quintessence. Five point Talismans last
for One round, Four point Talismans last for One scene, Three point
Talismans last for One day, Two point Talismans last for One phase of the
moon (or one week), and One point Talismans last for One Moon (or one
month). the Talismans are created on a one to one point basis and do not
generate Paradox at night, but act as Vulgar Magic with witness during
the Day (this assumes that the Tass was gathered at Night, when it is
most plentiful, Dreamsand gathered from daydreams works in the opposite
fashion). 

Dreamsand can be gathered by Mages who enter the dream-realms, a Mind 3
and Spirit 3 effect. the sand must be gathered using a Prime 3 effect to
concentrate it from the dream itself. This does one point of
non-aggravated damage to the dreamer per point of Dreamsand taken. If the
dreamer has all of their dreams stolen for an extended period, the
dreamer may go mad,  awaken normally, or become a Marauder. Also the
theft of dreams attracts certain entities which guard dreams, as well as
the dangers that may arise from within the dream itself. 

Dreamsand can generate a coincidental Mind Four effect and put people to
sleep when it is sprinkled upon them. Mages should roll Dexterity plus
Dream skill to properly target this effect (or use Prime 2), botches will
put the Mage casting the sand to sleep. This effect is resisted with a
Willpower (7) roll. Only one person per point can be affected in this
Manner.

The sand can be used to create Dream realms in the Umbra by a Mage with
Spirit 5,  Prime 5, and Mind 4. The exact process is unknown however. (ie
I haven't thought of it yet)
