Stuff
Stuff

These are items, doohickies, things, nick-knacks and whatnots that characters in the World of Darkness would use, assuming the World of Darkness wasn't so dark and was more like something from Adult Swim.

Mustache of Disguise
Background Cost: 4.
When worn, this simple fake-looking mustache will keep others from recognizing you. To everyone, you will appear as a complete stranger. While it doesn't change your appearance (other than the obvious), no one will recognize you while you're wearing it. The item works so well that even someone who knows you intimately won't know who you are. All attempts to convince someone of who you really are will automatically fail. Putting it on in front of people will, in their minds, make you disappear and be replaced by a complete stranger. Anyone who tries to describe the wearer later will fail to recall any details about him, and only be able to describe him as "that guy with the mustache."
The Mustache of Disguise works equally well for men and women, and even animals (or those in the form of animals) can wear it.
For an illustration of this item in action, the Get of Fenris Rage-Against-Everyone finds the Mustache of Disguise. Once he puts it on, no one, not even his sept-mates, recognize him. He takes it off and goes to a moot later that evening. He puts it on in the presence of his pack; at that point, his pack doesn't recognize him, and they immediately attack him. He frenzies and runs away.
Rage-Against-Everyone forgets he has the mustache until he comes to his senses later, in the middle of the shopping mall and still in Crinos form! But luckily, everyone regards him as just some guy with a mustache and passes him by. He assumes Homid form, takes off the Mustache of Disguise, and goes back to the moot. Everyone asks Rage-Against-Everyone where he's been. When he angrily tells them what happened, they say, "No, that wasn't you, that was just some guy with a mustache." To demonstrate, he puts the mustache back on (because Garou are dumb), at which point the Garou present tear him to shreds (because Garou are bloodthirsty).

Magic Roll of Mentos (the Freshmaker!)
Background Cost: 3 per pack.
These magical mints may be used when the character is in a tight fix and needs a little help. While each and every pack of Mentos can rightfully be considered the Freshmaker, only a few Mentos rolls possess mystical properties. To gain the luck benefits of the Magic Roll of Mentos, the character takes them from her pocket, at which point the all too-familiar Mentos theme song starts playing. (Oddly enough, this musical effect won't be considered odd by witnesses.) The subject then eats a mint, which automatically activates its magic. Due to the ritualistic and time-consuming nature of the act, as well as the general "theme" of happy coincidences, the Magic Roll of Mentos really isn't usable in combat.
The effects of a magic mint is to grant the character a brief but incredible streak of luck, in which everything goes right for the character. While it won't cause anything normally impossible to occur (what mages would call "vulgar magic"), the mystic Mentos mints will bless the character by warping probability in such a way that a string of good coincidences will befall her. While money won't magically appear for someone who can't pay for her dinner, for example, someone else will gladly pick up the tab, or she'll suddenly catch a falling plate, saving the master chef's culinary masterpiece who will give her a free meal from gratitude. The metaphysical specifics of this are up to the Storyteller, and should be tailored to the game being run. In Mage terms, the character is the recipient of a beneficial and coincidental Entropy effect, while Eastern characters are suddenly granted good joss. The effects lasts as long as necessary for the character to get out of her predicament, and no longer (typically only a few turns, and certainly no longer than one scene).
And as a bonus, for the duration of the day, the character's minty fresh breath grants her reduced difficulties on Social rolls that involve making good impressions.
There are about ten magic mints per pack. Once all the mints have been eaten, they are gone, and the character must find another Magical Roll of Mentos. There is no known way to restore the mints to the package, even with magic.

Newspaper Roll of Doom
Background Cost: 3
The bane of werewolves, Gangrel, Pooka and doglike creatures everywhere, the Newspaper Roll of Doom grants the wielder considerable power to cow and intimidate them. The wielder must attack and successfully strike the target while sternly saying, "Bad dog!" (or something in that spirit); while it does no damage, the Newspaper Roll of Doom has the effect of reducing the victim's temporary Willpower by one per success on the "damage roll." The "damage" is equal to the wielder's Charisma + Intimidation, and the victim may roll permanent Willpower to "soak." Against Garou, the Newspaper Roll of Doom also causes loss of Rage and Glory Renown equal to the Willpower lost, and forces the character to check for Fox Frenzy. Wolf-form Gangrel lose Willpower, and must make a Courage roll to avoid Rotschreck. Canine Pooka lose Glamour equal to the Willpower they lost to the attack. Other doglike creatures may suffer special effects, at the Storyteller's discretion.
The Newspaper Roll of Doom only works against those who have the ability to assume doglike forms, and that are currently wearing a form that has canine characteristics. This applies to Garou in all forms but homid, to Gangrel using Protean to assume wolf form, and to Pooka Changelings that have doglike shapes. Against others, and against shapeshifters in non-canine forms, the device is effectively useless.


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