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Post by easyeight on Apr 2, 2022 15:32:14 GMT
Howdy all, I've gotten some good comments back on the draft Weird War 2 rules for NUTS, one comment suggested adding artifacts to the game. This is a cool idea, but when doing research only the "big stuff" is mentioned -- like the Spear of Destiny or the sword Durendal, etc. I know the Germans did a ton of expeditions to find occult items, and there were also British occult groups doing the same (there was a coven of British witches who frequently did rituals to throw off German bombers or shroud a target in fog -- well, so they said...).
What kind of more mundane magic items would make sense in a Weird War 2 setting? Any ideas welcome! Cheers!
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Post by squidlord on Apr 2, 2022 16:18:43 GMT
Well, we are talking about World War II. If there are active agents of the occult in the world, there should likewise be an increasing number of modern artifacts.
Enchanted sidearms for accuracy or damage.
Helmets of impenetrablity.
Ever-burning Molotov's (which come with their own dangers).
Blessed bandages which always stop bleeding and speed healing.
Flashlights which pierce smoke and fog as if they weren't there; the scaled up version for mounting on vehicles goes well with tanks with forged frames inscribed with runes to lighten them.
The bones of hundreds of saints which can be useful in all sorts of things, from true luck bangles to handcarved bullets which send those hit straight to Heaven. (There is a certain moral quandary when you think about whether you want your target to go to heaven or not.)
Ancient maps of areas enspelled to show where people are in the space depicted so you can follow the movements of troops and supplies – but some of them aren't as accurate as they used to be.
Great brass and silver wings, at least a dozen sets, which allow a man to fly from dawn to dusk, but then must be refueled with the blood of birds.
Dust of Entrenchment, which when scattered over an area causes the soil, sand, and dirt to simply drop and retreat, making for easy trench creation. Rock and stone is not affected so be relatively aware of what kind of terrain you're in.
Horns of Silence, which create an area within which no sound can escape so long as air is pressed through it – with the caveat that the sound is trapped inside becoming ever louder until the horn stops. A fun thing to mount on a tank or a truck, so long as the crew is already deaf or wears significant earplugs.
That's just a scattering of ideas.
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