Mistress of Death Idol

Steel Realms
PRICE: None – They are generally destoryed when found.

The Mistress of Death Idol are common to the halls of The Winter Host. They venerate “Death as a Mistress” – an aspect of Djerduth. It is carved of solid ice and enchanted with unknown mystical powers. The idol weeps tears of ice, which turn to blood and sustenance when consumed by the undead.

They twist the life of the consumer if they can somehow find a way to remove the tears. Normally, the touch of one of the undead removes the tear, but the living cannot. They have been known to cause to occasional good effect, but more frequently cause foul manifestations. Cold radiates about a half meter around it and mists waft from the surface of the ice figure, dissipating several centimeters off the statuette. Those of Gaernia; pledged in the blood of the god Djerduth, will likely not be effected by the powers of the idol – their own blood will transform the effect into something positive or more likely to be neutral or negate it.

Item Powers (common and Attuned) can be found under Common Knowledge tab.


Chronicle of the Mistress of Death Idols

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

Common Knowledge / Easy Difficulty

i20™ Mistress of Death Idol Details

Item Purpose:

Lesser Attunement (1 Essence)

iCore iCore™ Mistress of Death Idol Details

Common Effects: Damaging the idol has a chance = damage done as % to shatter it (they all have a max. of 100); causing a draining of 10 hard damage in a 30m radius (no resistance) and an immediate VGR check or 1 is permanent.
Imbibing a tear does not not manifest/take effect for a number of hours equal to 2-20. Each time one is consumed though, a VGR check must be made or the imbiber will weep oncontrollably
for a number of minutes equal to their VGR (and taking the same in fatigue damage).

  1. Lose 1 STR; the imbiber takes on a gaunt appearance for 3 days and loses 3 STR regained at 1/day
  2. Imbiber loses 1 essence
  3. Lose 1 Skill
  4. Imbiber gains an odor to undead which can attract them from up to 1km away
  5. Lose 1 SAN
  6. Gain 4 malaise (1 is permanent); cure is only available through the Church of Darkness or Djerduth.
    Along with it, gain 20 mana permanently.
  7. Lose 1 VGR
  8. Imbiber’s eyes become forsted over; they gain the near-sighted trait.
  9. Imbiber’s eyes become forsted over; they gain the near-sighted trait and they gain the ability to see life 10m if they drink fresh blood or consume fresh raw meat
  10. Lose 1 INT
  11. Imbiber gains a natural armor of 1 – a thin layer of ice and radiates cold (just uncomfortable – no damage); all social interactions suffer a -1 CS
  12. Lose 1 RSN
  13. Lose 1 RCT
  14. Imbiber gains +1 on VGR checks (not on the attribute itself though)
  15. +1 bonus to direct RSN checks
  16. Lose 1 PER
  17. -1 penalty to all direct SAN checks
  18. Imbiber gains the ability of: the first level of malaise in any effect is negated as well as any cold damaging effects
  19. Imbiber gains ability of: levitate by drinking the blood of a newborn
  20. Lose 1 SIZE
  21. Gain 8 malaise and disorientation; will wear off 1/day but leaves 1 of each permanently – no cure
  22. Gain 1 level of bulk
  23. Lose 1 level of bulk
  24. Lose 1 Trait; skill level if no trait available
  25. Imbiber gains 5 Health but suffers -1 on all direct VGR checks.
  26. Imbiber gains 2 Essence but must forver more eat twice the amount of food and drink or lose Iron Will, 1 Size and 1 measure of Looks
  27. Lose 1 CHA
  28. Teeth become sharpened

Aura: Essence = 3; only if trying to control or exert influence somehow.


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic