Essence ofTreasure
byTheLastOne
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AI summary
Lets you claim up to thirteen Treasures — Things anchored to you whose power you can invoke — with the limit growing gradually as you tie yourself to more, and bonding beyond it possible at a burden that heals over time if you release something, where a Thing can be a sword or a collection of swords, an example of a symbol or the Symbol itself, a technique, a skill, a spell, a superpower or something metaphorical. Ordinary Things need only mean something to you; Wondrous Things must say something about you, and something can become Wondrous precisely because you claimed it, so a star-spangled shield becomes as unbreakable as your will; Miraculous Things are generally justified by your being in a position to claim them at all, having bound the eldritch horror or accepted the angel's loyalty — and every Treasure becomes needless, so a person will not starve, a car will not run dry and a phone gets reception on Mars, can always speak with you, and works as though reality bends to make its use effective. You can possess and guide your Ordinary and Wondrous Treasures, use them as vessels displacing any mind within, or steer them subtly while sharing their senses, and you can call on their aid at any distance, with that help always making a real difference.
Generated précis — the sections below are the author's original text.
Description
This glass bottle seems to be completely filled with objects. Coins, action figures, trading cards, and more, with the bottle so filled with nick-nacks that there is no gap between one item and the next. Any motion ruins the illusion - the bottle is actually filled with liquid with a suspended solution made of many colored motes, it's simply that the motes quickly settle into the form of collectable objects. It has a rich chocolatey tasty, but with something metallic hidden underneath.
Effects
16You gain the ability to claim up to 13 Treasures, things that are anchored to you and whose power you can invoke. As you grow and tie yourself to more things, you may grow to be able to claim more things, but this will be at best gradual. You can bond past this number by taking on injures, afflictions, or curses of various kinds that tie you to what you are claiming.
You can let go of something you've claimed. This won't instantly get rid of the burden for taking Treasures past your limit, but it does mean that it will heal with time.
Things is general. A sword is a Thing, but so is a collection of swords. An example of a symbol can be a Thing, but so can the Symbol itself. A Thing could be a technique, a skill, a spell, or a superpower. It could even be metaphorical. More abstract Things are probably harder to collect - if you want to claim The Peace of Paris, than you have to in some ways be somewhere where that exists. If you want to claim a Superpower, you have to have that superpower - this won't assert its existence.
You may claim Ordinary Things things of the mundane world. To claim an ordinary thing, it must mean something to you. You probably can claim your grandpa, unless your grandpa doesn't mean anything to you.
You may claim Wondrous Things. To claim a wondering thing, your having it should say something about you. Things that mean something to you obviously say something about you, but not always the reverse. If you're a knight, having a magical sword wreathed in hellfire says something about you even if it doesn’t mean much to you.
It is legitimate for something to become Wondrous because you claimed it. That star spangled shield is as unbreakable as your will because it represents your ideal of America. This is limited, and in line with the nature of the Thing.
Lastly, you may claim Miraculous Things. Generally speaking, being in a position to claim a Miraculous Thing says enough that you can claim it - if you beat the Eldritch Horror from beyond the Stars and bound it, or the Angel bowed its head and offered loyalty, then that in and of itself says something. You may not bind a Miraculous Thing against its will if it has a say in the matter. It must either accept it, or be completely at your mercy.
Any Treasure you claim becomes needless - a person will not starve, a car will not run out of gas, and a cellphone will get reception on Mars. Your Treasures can also always speak to you, and you can respond. When your Treasures are used, it’s always as if real effort was put into it. It’s not that 100% effort, but it is something like 80%, and doing so takes about as much as your 5%. This is ‘instead of’ rather than ‘in addition to.’ You don’t use your treasure through effort, but through mystical ownership.
You may possess and guide your Ordinary and Wondrous Treasures, and use them as a vessel. This displaces any mind it has for the duration. You may also guide them in a more subtle fashion - sharing their sense and subtly directing their actions without snuffing out their consciousness. This guidance will subtly enhance them, make them work better than they should.
You may rely on your Ordinary and Wondrous Treasures helping you. You can seek their aid (even when they aren’t close) and they will move to help you, or they could move to aid you on their own. More than that, that help will be helpful. It will make a difference. It won’t necessarily be enough, but it will be something. You also can have your Things reach you if they’re within a city sized distance.
You may bless an Ordinary Thing with good fortune and timing and as you use or direct them.
You may declare an outcome achieved through your Ordinary or Wondrous Treasures. You may say that your Hellfire Sword Won You The Fight. You may say that your Public Action Committee Brought About World Peace. Or the other way around - destiny is yours to command through your Treasures. The more reasonable the thing you ask, and the more in line with the nature of your Thing, the faster it will happen, but you will make progress towards your goal no matter what it is so long as you maintain the miracle. It will happen eventually, unless opposed by an equal or greater miracle.
You may unleash the power of a Wondrous Treasures. Their wondrous attributes come into play even if something else says they should be suppressed, they work, and work for you. More than that, they work a bit better than they should (much like when you guide them), but their ability to overcome is much more exaggerated. Even if your Wonderous Thing should be on it’s back foot, it probably is instead dominating as if it was Very Effective. More than that, the Moral of the story is on your side - even if your Wondrous Thing is something that might seem unreliable, you can rely on it behaving as it should. If your life was a parable, then the moral of the story would be to trust your Treasures.
You may weaponize a Wondrous Treasure. Your Wondrous Thing may extend whatever its power is, letting it operate on the level of metaphors, miracles, or abstractions. Your attempt to override the Status Quo also has a kind of priority. It hits and does what you say it does, working out how you say it should work out, unless opposing miracles enter play.
Lastly, you may unleash the power of a Miraculous Treasure. This is much like unleashing the power of a Wondrous Treasure, except more. It will work, it will be reliable and do what it’s suppose to do, though at this level you can’t demand that it working right is helpful.
You may perform greater feats if you have some well of divine power to bolster yourself with.
- Categories
- magicdivinecombatitemssocial
- Traits
- divine powermiraclesdurabilityillusionsstealthwealth
- Keywords
- divine magicdemonleadershipangelcurseweaponsplant controlprobability manipulationwriting