The Year-Scythe

There are actually several versions of this scythe currently in circulation. For ethereal artifacts, they're powerful, but only a celestial can safely wield a Year-Scythe. Unfortunately, celestials don't particularly need them.

A Year-Scythe has several powers. First off, it's a weapon (Power +5, Accuracy +1, uses Large Weapon skill and requires two hands) that cannot be destroyed by mortal means. The Scythe may also do 1d6+1 points of celestial damage (cost: one Essence per attack). The user need not be able to control his or her Essence expenditure, but must at least know what Essence is in order to power this ability. All year-Scythes are reliquary/6s.

Second, every Year-Scythe is associated with a particular year (from about 1850 AD on). The year will be inscribed on the handle of the relic. Any mortal who holds the Year-Scythe will know about more or less everything that happened during that year that had an impact on humanity. This will include events that occurred on the celestial plane, provided that the events eventually influenced mortals. This effect only lasts as long as the person holds the artifact. Treat as Knowledge/6 (specific year), if a roll is necessary.

Third, and most important, once a mortal consciously wields a Year-Scythe, he or she becomes effectively immune to disease and gets a +4 to any attempt to resist a celestial resonance. Plus, nothing that the wielder does (including Essence expenditure) will generate disturbance. The relic will eventually bond to the wielder, and cannot be removed from his or her presence once so bonded.

Many sorcerers have thus sought out these relics, to their cost: Hell has no intention of telling them about the disadvantages to wielding a Year-Scythe. You see, the relics originate from the annual ethereal spirits of a particular year: in fact, that's why they're relatively available (said spirits are all dead). Every single time that the esoteric features of a Year-Scythe are utilized, the user must make a Will Roll at -4 (ignore Interventions). Failure will cause the item to bond as mentioned above. Once that happens, the user will die of old age within one calendar year. The item cannot be discarded, given away, or destroyed. Any attempts to reverse the aging process will automatically fail: not even a Superior can stop the progressive decline and death. If, somehow, a Year-Scythe is destroyed, its wielder dies. Period.

From the point of view of Hell, a Year-Scythe is thus a useful way of subtly removing more annoying users of sorcery. Arranging for a particularly arrogant sorcerer to "find" a Year-Scythe and then pointing him or her towards the Host is one of Fate's favorite games: usually, the unlucky mortal will get himself killed after causing an incredible amount of silent damage. Even if they survive, they're doomed (and seeing as Sorcery almost always equals 'Fated', damned as well) within the year. It's an especially useful way of nipping those annoying potential White Sorcerers in the bud, as well.

Oddly enough, those Year-Scythes possessed by the Host often get used for precisely the same job. The only real difference is in what direction the new loose cannon gets pointed.

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