Monday, August 31, 2009

A List of Curious Objects

A pen that lets you communicate with people over a distance. When you write something with it, it shows up somewhere in the vicinity of the person you want to communicate with. Making sure they see it is the hard part. There's also no way for them to communicate with you.

A key that opens and unlocks any door that it fits in. The key is an average pin and tumbler type, and can fit into any similar lock. However, every time the key is used, then a lock that the user has closed will become open. This doesn't cause anyone to come seeking whatever was locked up, but it does allow anyone sneaking about to find a now unlocked lock. People who use the key take extra precautions when they plan on using it.

A bus ticket that can be used on any bus. When the driver takes it, he'll look at it, and hand it back to you absentmindedly, wiping his hands on his shirt like he's glad to be rid of it. Unfortunately, over the course of the next week, the user of the bus ticket will lose one and a half times the cost of the ticket from various places. Pennies go missing in the couch, never to be seen, a dollar falls from the wallet into a storm drain. The money is lost slowly, and from different places, but still amounts to one and a half times the cost of the ticket.

A compass that always points to whatever you want most. However, it only works so long as something precious has been sacrificed. Love letters from a childhood sweetheart, a lock of hair from a dead lover, a momento of a childhood hero. In more obscure sacrifices, breaking an engagement, ruining a longstanding friendship, or even killing someone dear to you is necessary for the compass to work. It's been said that it can find anything that exists, and that there is more that exists than can possibly be dreamed of.

A knife that can cut through anything except for glass. When any amount of pressure is placed on the knife, the tip will press it's way through anything, even concrete or steel, provided that some force is placed upon it, with the exception of glass. Even the most fragile glass refuses to be cut, and attempting to shatter the glass with the blade makes it seem as if it's twice as strong as it should be. Whenever the user removes the blade from it's completely unassuming leather holster, they will cut themselves, no matter what methods they take to prevent it. Even by wearing chainmail or armoured gloves, the user will nick their thumb, prick their forefinger, or otherwise cause one of their digits to bleed.

An Ace of Hearts that stops you from bleeding. No matter how much damage you sustain, no matter how many times you're shot or stabbed, your blood will never run. However, this only stops you from bleeding. Helpful in healing, it doesn't prevent organs from being damaged. It also seems to make the damage sustained from any blunt force worse than it would otherwise be. Those who hold the Ace of Hearts often find themselves bruising more easily.

An Ace of Spades that stops you from aging as long as the Ace is on your person. However, the user may never actually look at it or they will begin to feel the effects of aging happen rapidly. This isn't likely to kill them, but it is very painful. This usually results in the ace being wrapped up, or kept bound in leather. Being unable to age does not mean being unable to die. The character will stay spry and young, but at the end of their lifespan, they will die of a heart attack.

An Ace of Clubs that can be used to knock someone unconscious with a touch. The touch can't be a light tap, it must be a solid smack across the head, as if using a real club to knock someone unconscious. Other than that, the card functions as a blackjack, despite it's apparent flexibility.

An Ace of Diamonds that can be used as valid currency in any part of the world. The cashier will then hand it back to you as if you had payed. Unlike the bus ticket, which is similar, the Ace does not cause the money to fall away or get lost forever. Instead, for the next day after using it, the user will become obsessed with keeping their money. They will not use the card, and they will not use any physical cash that they have. They will become distracted, constantly thinking about checking their wallet or bank account, often at inappropriate times.

A Polaroid Impulse from 1988. The camera is indestructable, and never needs film. It will allow the user to take instant photos as usual, but if a single drop of blood is spilled on the lens, then any image taken will show a live image from whatever angle the image was taken, like a surveillance camera.

A penny that will cause the holder to benefit from extreme luck against firearms. Bullets will seem to veer off just so, and the gun jams when used too close. Any injuries that are sustained by a bullet--and only a bullet--are never fatal, and heal within half the time. It has a habit of getting lost, though.

A pair of old walkman headphones. When put into any headphone slot, they'll allow you to hear distant sounds, specifically conversations. They will work even when whatever they're plugged into has no batteries, the user simply turns the device on and listens. After using them for too long, though, the user will often have their hearing dulled, and when they can't hear anything else, they will often hear static. Occasionally users will hear EVP in the static that comes from no where.

A waster--a wooden practice sword--dating from somewhere in 18th century Europe. It's rather unremarkable looking, and shows the signs of age and use. It's made from mahogany, has slight engravings on it, made more to pass the time than out of artistry. When the user pricks their finger on a splinter sticking out from the handle, the sword will act as a real sword, cutting despite it's blunt edge. This effect lasts as long as the user's blood continues to run.

An alarm clock that puts anyone within earshot to sleep. This even effects people who are wearing sound canceling ear protection. It does not, however, effect the deaf. Whoever used the alarm will find that they cannot find rest for the next 12 hours. This means nothing if they use the clock when they've recently had a good rest, but using it after they've been awake for 14 hours means that they will find sleep impossible that night.

An original Nintendo Entertainment System controller missing it's plug. When the START button is pressed, the holder may control the actions of any person within their vision. They may not make them do anything that is harmful or against their nature (for instance, causing them to step in front of a truck, or attack a police officer). The control lasts no more than about five minutes, but when the duration is up, the controlled person will feel strange, but they won't feel like they've been controlled. They may wonder why they did the things they did, though. When the user next sleeps, they will be afflicted with dreams of being unable to control themselves. In these dreams they will often die multiple times, with the feeling that they are running out of time. When using the controller, the holder needs only keep it in their hands and concentrate, but that doesn't stop most people from pressing buttons.

A glass of wine that turns any liquid poured into it into water. The liquid is incredibly refreshing and no matter what it was before, it now tastes like a crisp, cool spring. It will refresh the character as if they had never been thirsty. However, it only staves off the thirst, it does not quench it fully. If the character does not find suitable drink within the next eight hours, they will become dehydrated, as if they'd gone a full day without water. Within those eight hours, they will not thirst at all, and will be completely refreshed.

A pair of running shoes that seem to double the wearer's stamina. They can run further, jump higher, and last longer as long as they wear these shoes. When the wearer finally stops and sits down, or even stands still, they will feel restless and uncomfortable until they start moving again. If they sit still for too long, they will become fatigued until they remove the shoes or start to move.

A pair of glasses that allows the user to see through any illusion. This isn't just learning the trick behind how that big shot magician does his thing, it also dispels for the user everything from real magic that creates phantasmal images, as well as mundane illusions such as lying. The user can spot any hidden object, and 'see through' any lie within their presence. Knowing how to spot a lie also gives the user better understanding of how to craft one, making them more gifted with the silver tongue. This ability comes at a price, though. Being able to see through illusions great and small is depressing. Many have tried trying to destroy the glasses, torn between being addicted to their power, and devastated by their curse.

A pocket watch with only one hand. The hand works as a compass, floating freely and pointing in different directions. The direction it points is towards the direction of the least intelligent choice that the user can make. The implications of this are obvious. Narrow down your choices by taking away whatever the least intelligent is. This can even work with choices written down on paper. However, one can never know just what question is being answered.

A hazel glass eye that allows the person wearing it to be able to see the structurally weakest point of an object, and to strike it with great accuracy. This item only shows the weakest points in objects, but is otherwise very handy. The "Destroyer's Eye" can even be used to bypass any form of armour, from ancient plate to modern Dragonskin. However, it's greatest drawback is the fact that it requires the user to cut out their own eye. If they already had a missing eye, and place it in that socket, it won't do anything. It seems to need the shedding of blood to function. One good thing is that using the eye allows one to see through it. When the eye is in use, the user experiences a sharp pain.

A red glass eye that allows the person wearing it to be able to see the time until someone's death. The time isn't exactly in any known measure, though the numbers are readable as Arabic numerals, or at least, they are to any Western users. Others report seeing the numbers as Roman or Chinese numerals, or whatever their native numbering system is. The numbers correspond to roughly one third of a second. The eye even seems to know when a subject is going to die due to illness or chance, such as being hit with a piano or being hit by a stray bullet. The greatest drawback of these "Reaper's Eyes" is that they require the user to sacrifice their own eye. Without giving up an eye and cutting it out themselves, the red glass eye is useless. When it is used, it allows the user to see through it as if it was real, but causes a sharp pain.

A green glass eye that allows the person using it to be able to tell the health of any person or creature they gaze upon. The user can instinctively distinguish between a healthy and an injured individual, and will be able to see where a person is injured, even if they've hidden their injuries. Injuries, as well as any diseases, can be seen as dark spots around the individual. By concentrating, the user can even see deeper into a body, getting a clearer picture of any illnesses. This isn't the stereotypical 'X-ray vision', but the user can get a sense of how deep a stain lies and see the inner workings of the body with an inhuman efficiency. As with other glass eyes, the "Healer's Eye" requires the price of an eye, one of the user's. As well, when it's being used it allows the user to see as if it was their own flesh and blood eye, but with an intense pain in the socket.

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