Cursed items from Friday the 13th, 1st & 2nd seasons One of our St. Louis TV stations is showing "Friday the 13th, the Series". This show (which has nothing to do with the movies) has items which have been cursed for a reason. The show's premise is explained in the opening credits (which are probably copyrighted by Hometown Productions, Variety Artists, and/or Paramount): "Lewis Vendredi made a deal with the Devil to sell cursed antiques, but he broke the pact and it cost him his soul. Now his niece Mikki and her cousin Ryan have inherited the store--and with it, the curse. Now they must get everything back... and the real terror begins." The cursed antiques cannot be damaged or destroyed, so the people who have inherited the store must recover the items and lock them away. Most of the episodes deal with the recovery of one of the items. The interesting part is the nature of the curses and the reason behind them. In Christian theology, the Devil seeks to corrupt people by causing them to sin. Therefore, the purpose of the curse is to encourage the owner to sin; more specifically, to commit murder. (The show _is_ called Friday the 13th.) The owner of the item _benefits_ from the curse, but must kill another person to receive the benefit. This benefit may be the ability to kill -- easily and undetectably. More often the benefit is something else -- power, money, love, fame, health, beauty, and so on. The owner is (usually) not forced to use the item, and can get rid of it at any time. The owner knows that using the item will kill someone. Thus, the (Christian) criteria of knowingly and of free will committing a mortal sin apply, and if the owner uses the item he is literally damned. Adapting this form of curse to a FRP campaign may pose some problems, as it requires the equivalent of free-will sin and the Devil as a tempter. That is, people must be judged in some way by the acts that they freely and knowingly commit, and there must be a powerful, evil entity which encourages people to perform evil acts. This might not fit in well with some game worlds, but it is an interesting reason for the existence of some cursed items. A campaign based on the series premise -- recovery of a group of such cursed items -- might be interesting. Incorporating such items into a campaign requires that the players be good ROLE-players, though; ones who would say, "Sure, by using this item my character can get rich; but would he do so at the cost of eternal damnation?" The first season objects: Doll -- The doll talks to its owner, encouraging her to commit evil acts. If the owner consents, the doll can help perform the acts through the use of telekinesis-like powers. Quill pen -- Anything evil written with the pen ("John will die") happens. Cupid statuette -- The statuette will cause anyone to fall in lust (not love) with the owner. The owner must kill the victim after they have sex. Teacup -- When the victim drinks from the cup, the cup kills him and makes the owner younger. The additional youth only lasts for a day or so. Magician's cabinet -- The victim is locked in the cabinet, and the owner then performs amazing "illusions", such as having swords plunged into his body. The wounds the owner would have suffered are instead inflicted on the victim. Scalpel -- When used in an operation, the scalpel will cure hopeless cases. The scalpel will also cut through anything (metal, stone, etc.). The owner must "recharge" the scalpel by killing people with it. Boxing gloves -- The wearer of the gloves is invincible in the boxing ring. During the match, the owner's shadow takes on a separate physical existence and kills a person chosen by the owner (and yes, the episode title was "Shadowboxer"). Garden mulcher -- Any person fed into the hopper of the mulcher comes out as currency. The denomination of the currency depends on the wealth of the victim; the richer the victim, the larger the denomination. Comic book -- The comic book's owner can become "Ferrus the Invincible", an armor-plated superpowered humanoid. Ferrus is immune to (almost) all forms of attack, can smash down steel doors, and can kill in one blow. Scarecrow -- The scarecrow seeks out and kills (by decapitation with a scythe) any person whose photograph is pinned to it; it can teleport while pursuing the victim. By causing three such killings each year, the owner is guaranteed an abundant harvest. Glove -- The glove miraculously heals any disease or injury when the owner touches it to the ill person. The disease is transferred into the glove and "magnified"; it must soon be transferred (again by touch) to another, who dies. If the disease is not transferred within a certain time, it kills the owner. Cape -- The cape makes its owner immortal, irresistible to women, and a vampire. If the owner removes the cape, he instantly becomes old and withered; replacing the cape restores him. Lantern -- When shone on a shipwreck, the lantern uncovers buried treasure (it might even _create_ the treasure; this was not clear). After each such use the lantern must be shone on the diver who brought up the treasure, who burns to death. Compact -- If a beam reflected by the compact's mirror strikes any man in the eyes, he falls in love with the owner. The owner must later kill him. Tattoo needles -- The owner tattoos the victim using the needles (which also give tattooing skill). Later, the owner has good luck while gambling, and the tattoo comes to life and kills the victim. Trephinator -- This device was built in the nineteenth century by a quack who thought intelligence could be transferred via cerebro-spinal fluid; the curse makes it work. The person who is drained dies of severe brain damage, while the owner gains their intelligence and memories and some personality traits. Electric chair -- The owner can receive and hold a powerful electric charge by electrocuting someone with the chair, then sitting in it. The charge can be released by conduction as the owner desires (possibly to kill other people, so this curse is doubly corrupting). Quilt -- The owner of the quilt can dream whatever they want while sleeping under it, but some other person (chosen by the owner) experiences the dream as a nightmare and is killed by it. The chosen victim is forced asleep when the owner begins dreaming. Camera -- Taking and developing a picture of a person with this camera creates an exact duplicate of the person. The duplicate must obey the orders of the photographer. Destroying the negative destroys the duplicate. If the negative is not destroyed within five hours, the original dies. Foghorn -- Sounding the foghorn summons the ghost of Angus MacBride, a pirate who died when his crew mutinied. The ghost will trade gold coins for the bodies of any of the crew's descendants. Sheriff's badge -- When the badge is pressed against the victim, the victim is branded with a star pattern and dies in convulsions; the badge then teleports back into the owner's hand, allowing a safe getaway. Pipe -- Lighting the pipe produces a cloud of smoke which will seek out and kill the victim by asphyxiation. If the victim runs, the smoke will follow; it can ooze through the smallest cracks. After the victim dies, both body and smoke disappear. Cradle -- The cradle will keep even the most sickly baby alive, and will eventually completely heal the baby. For this to happen, the baby's parents must kill seven people in water. Two additional magic items were presented. These were not cursed; instead they were used by Lewis (played by R.G. Armstrong) in attempts to return from the dead and continue serving the Devil. Amulet -- The amulet lets a ghost take material form until the next sunrise. Canopic jar -- Fumes released from the jar cause anyone who inhales them to have a dream in which they re-live their most terrifying experiences, eventually causing a heart attack. This was the end-of-season show, incorporating scenes from previous episodes. The second season objects: Mask -- a voodoo totem which gives various magic powers. Radio -- broadcasts false "news reports" which can be used to kill. In exchange, the radio broadcasts information that profits the owner. Coin -- can be used to resurrect a corpse, even one that is centuries dead. Violin -- allows the owner to play as a virtuoso. Makeup Case -- can make even the ugliest person beautiful, for a short time. Handkerchief -- can animate a wax figure, which must obey the owner. Boutonniere -- also can animate a figure. In the episode, it was used for a ventriloquist's dummy. Watch -- the owner can experience one hour (starting and ending at 1AM) in which everything else is stopped in time. Key and Chain -- allow the owner to win auto races. Beehive -- makes "vampire bees" which are able to kill by draining blood. The bees then sting another person and change his appearance to that of the victim. To remain alive, the transformed people must eat honey made by the bees. Playhouse -- can transport a child to a world where he can have whatever he wants, provided he brings other children to be trapped. Magic Lantern -- permits travel to the time and place of projected slides. A person must be killed both to travel back in time and to return. Compact -- makes the owner beautiful, for a short time. Syringe -- can draw fluid from the victim's brain, removing a part of their humanity. The fluid will temporarily cure a psychotic person. The victim becomes increasingly animal-like, until nothing human is left. Movie Camera -- makes a movie character real; the character kills people who were filmed by the camera. Ring -- shows the outcome of a future sporting event. Shard -- anyone stabbed by the shard becomes a statue. Coffin -- can resurrect a child. The child has to kill to live. Amulet -- can resurrect a corpse. Bauble -- grants wishes, after hypnotizing and killing the victim (who obeys all orders, including commands to commit suicide). Pool Cue -- allows user to win games. Symphonia (Music Box) -- forces people to dance to their death, but the dances are beautiful works of art. Rattle -- cures diseases. Kamikaze Jacket -- makes the wearer invisible. Sculpting Tool -- converts clay into mommets ("voodoo" dolls) Several additional magic items were presented which were not cursed (at least not in the same way as the above items) but were used by various evil groups to attack the main characters. Mirror -- provides a gateway to hell. Snow Globe -- contains a miniature universe which people can enter. Witch's Ladder -- magnifies a magician's power. The third season objects: Book -- a "Satanic Bible"; if its prophecies are fulfilled, the devil will rule the world. Dagger -- Summons and controls demons. Wheelchair -- enables the user to move about in a spirit-like form and kill; the chair gradually heals the user. Hearing Aid -- allows thoughts to be heard. Coin -- can be used to resurrect a corpse, even one that is centuries dead. (It was also in the second season, in a different episode.) Car Radio -- takes the car and occupants through time to the year of the radio's manufacture. Cross -- destroys vampires. One of the better episodes, due in part to the moral ambiguities: a cross, cursed by the devil, destroys vampires -- provided the holder kills someone else with the cross. Movie Print -- a character from the film can be brought into the real world, but someone else takes the character's place (and dies). Fountain Pen -- allows the owner to control the behavior of another. Monkey Idols -- "see no evil" allows the owner to change another person's perceptions; "hear no evil" allows thoughts to be heard; "speak no evil" speaks, giving useful information. Aspirator -- a mortician's device; it can raise the dead. Cameo -- holds the soul of a dead person, which can be released (reviving the dead person) by killing another. Charm -- allows transfer of a soul into another body. Leash -- transforms animals into humans and vice-versa. Jack-in-the-Box -- allows communication with the dead. Television -- maintains life. Used by a medium to show images of the dead to her clients; the images later attacked the clients through other televisions. Cernuous Statue -- animates an oak tree and reproduces itself. Painting -- allows travel back in time. There was also an episode involving the ghosts of a motorcycle gang; this didn't fit the cursed object theme.