Within a polished rosewood hexagonal box rests a set of dice perfectly balanced made of bone. The bone has a faint pinkish hue, while the numbering of the dice is a vibrant red, with navy blue outlines. An ancient spirit of a cursed gambler is split within this set of dice.
The fable told about the dice goes as follows:
The young gambler challenged the lords of fate to a simple game of dice. He assured the gods he would not cheat, nor mislead them, claiming his luck was greater than the powers these gods of fate wielded, he warned them he was more virtuous and keen eyed than his brother, and boasted he knew all his tricks. His only request if he won, was the spirit of his brother to be free, and his treacherous ways forgiven. He told the gods that if his luck ran dry in their game, he would graciously accept whatever punishment they deemed fit.
The gods agreed, and ultimately the gods came out victorious, if not by a thin margin. The young man did not weep, or curse the gods and gracefully accepted his defeat. As the young man's soul was being severed and split into the very dice he used, he was horrified to see one of the gods grinning and mouthing to the young man "I cheated".
The realm of the gods shook with howls of rage for an instant, before the rest of the man's soul was sealed away.
The box containing the dice magically changes the type of dice within it to suit the owner's needs. The owner may specify up to a dozen dice that they need for the game before opening the box, otherwise it will default to 2d6, both with the "1" face upwards.
While attuned, the owner has a better sense of their surroundings, and their insticts feel ever so sharper when speaking with others. Thus granting the attuned with insight and perception bonuses.
The user can feel faint echoes of the young man's rage and malice while playing dice games with this set, and allows the user to weaponize the negative energy.
- The user can challenge another in a dice game of the owners choice, and if all parties agree, may offer their vitality instead of monetary gains.
- Every round lost, the loser takes 1d8 + the owners Charisma modifier in psychic damage.
- The end of the game is determined by the owner, and forfeiting results in 5d6 psychic damage. Loss of consciousness does not constitute as a forfeiture.
Notes: Bonus: Insight, Bonus: Perception, winning a round of a casual dice game with a friend
Previous Versions
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5/31/2019 10:57:22 PM
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5
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1.0
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Coming Soon
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