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HowardTheDuck

Question about a magic item - The elder sign amulet

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HowardTheDuck

Hi,

 

Is there somewhere in a rulebook or a scenario/campaign book a description of a magical amulet with the elder sign engraved on it?

 

In game terms, what could such an amulet do?  Or should do, if it does not exist in any rulebook?

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GBSteve

The amulet, I imagine, would do whatever and elder sign does in the game you're playing. Usually this denies some class of creatures from passing, but I suppose it might make the bearer invisible to them, as long as it has been activated and powered by magic points.

 

It might only work if left somewhere stationary, and it might take some magic to power it up each time it is used. It could also single out the bearer as someone who can do magic, or who is a threat to anyone or thing that knows what the sign is for.

 

But really, the world is your (many tentacled) oyster, go wild and have fun with it. Not conforming to expectations is part of the joy in roleplaying.

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Beyond13

Hi,

 

Is there somewhere in a rulebook or a scenario/campaign book a description of a magical amulet with the elder sign engraved on it?

 

In game terms, what could such an amulet do?  Or should do, if it does not exist in any rulebook?

 

The CoC rules tend to frown on the Elder Sign amulets that appear in some Mythos inspired stories.  In particular, in stories the Elder Sign amulets work very much like Crucifixes do in traditional fiction regarding vampires, something that the authors of the rules explicitly found distasteful.

 

In game terms, officially, an elder sign on an amulet would prevent certain mythos creatures from passing through the amulet, which - as the rules note - isn't a lot of protection.  You might be able to cover your heart with one, but they could still rip off your head or shred your body to either side. 

 

However, I concur that, as the keeper you certainly could introduce an enchanted amulet with a protective runes on it, such as the Elder Sign, which with a suitable investment in magic points gave you some sort of protection against certain mythos beings for some duration.   The problem with introducing McGuffins of that sort though, is soon you'll have investigators decked out with all the magical bling of Doctor Strange or a party of D&D adventurers, so be very careful before introducing a magical item that does something useful for a non-cultist and in particular if it does something more useful than existing enchanted items unless that is actually the result that you are going for.

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