Items, Unique
NOTE: These are only items that the party has directly discovered and/or possessed.
Gear
Ariados Gloves: These silk gloves stick tightly to your hands and anything that you touch with them. Despite how comfortable they are, the texture is… prickly. Grants the Wallclimber capability when used in conjunction with Ariados Slippers and a +2 to rolls vs. being Disarmed. You must have at least one hand free in order to move using the Wallclimber capability.
(Accessory)
Ariados Slippers: The soft, silken slippers tickle your feet and are difficult to remove, but your feet have never felt so comfortable. They’re so hard to remove that they sometimes stick to the floor while you’re walking. Grants the Wallclimber capability when used in conjunction with Ariados Gloves and a +2 to rolls vs. being Pushed.
(Accessory)
Baneful Shield: This wooden shield menaces with a dozen spikes protruding from it. It is oval-shaped and stained with a deep purple color. Judging from the acidic smell wafting from it, you doubt its coloration is merely dye.... Grants the Baneful Bunker Move, but successfully using it also Poisons the wielder.
(Off-Hand Weapon)
Crystallized Steam: This long and wavy gemstone appears brittle, but has a charming smokiness to the interior. It’s warm to the touch, but when it stays in your bag too long it leaves a damp spot behind. Acts as a Fire/Water Booster.
(Accessory)
Dragon Claw:This odd weapon fits into the palm of your hand and curves your fingers along it, almost as if meant to scratch your foes. However, the jagged, talon-like blades extend far enough from your hand to savagely pierce flesh and scale. It allows you to change a Physical Attack to the Dragon-type once per Scene.
(Main or Off-hand Weapon)
Endless Quiver of Marking: This quiver is full of arrows and never seems to run out. These arrows cause anything struck with them to emit soft bubbles of light that bounce off of walls before dissipating. Creates Marked Arrows - when striking an enemy, it Marks them; the user and all allies gain +1 Critical/Effect Range when striking this target until the end of the user’s next turn.
(Accessory)
Gloves of Picking: Inside each finger of the leather gloves lies a retractable, unbreakable lockpick of dizzyingly complex design. All it takes to pop one out is to make a specific, but strange hand gesture. It grants Skill Stunt (Stealth: Lockpick).
(Accessory)
Headhunter's Shield: An iron shield inlaid with a shrunken head and inscribed with ancient Zamzian runes. It grants the Mindlock capability. It may grant the Stealth capability for the rest of a Scene, but only once per day.
(Off-hand Weapon)
Heater Shield: A small but sturdy steel shield that still manages to cover the torso. It looks to have been reinforced, but somehow without making it heavier. It functions as a normal shield that also grants +5 DR against Normal, Fighting, and Dark-type Physical Moves.
(Off-Hand Weapon)
Heavy Armor of Shielding: This armor covers most of the wearer's body and seems to slightly shimmer in the light. It grants +1 Evasion.
(Heavy Armor)
Leaf Emerald: This gemstone looks like a rolled-up ball of leaves but is unmistakably a hard crystal. Rubbing it while around grass or leaves causes touched foliage to become armor around the user. Grants the Grass Pelt Ability.
(Accessory)
Metalworker's Gloves: These gloves are thick and well-insulated, protecting your hands from hot metal. The quality is outstanding - not many blacksmiths would be found with gloves like these. They give +5 DR against Fire moves.
(Accessory)
Riding Spear: These long and powerful spears have been used by the Shaanti Cavalry since before the destruction of the Empire and have been exported around Zamzara in the years afterward. Grants Reach capability, +1 AC and +1 DB when attacking after moving while Mounted.
(Simple Large Melee Weapon)
Ring of Acid Armor: Wearing this ring makes you feel like you don’t quite have yourself together, in a literal sense. The ring is always oily and damp until used, then it becomes bone-dry. It can only be reused after it is submerged in purified waters. It grants the Move Acid Armor.
(Accessory)
Rubber Overalls & Rubber Gloves: A marvel of modern engineering, these garments appear to be made entirely out of a tough, rubbery material. For all you know it is rubber, although you can’t imagine how it was made. They must be worn together, but they confer immunity to Electric moves.
(Body & Accessory)
Sheath of Shadows: A perfectly straight dagger holster that nullifies sound around it, as you can feel. Interestingly enough, any shape of dagger will magically fit in the holster. It also grants the move Shadow Sneak, but only immediately after unsheathing your dagger. Once per Scene, if the target is unaware of the user’s presence, hitting with Shadow Sneak does not cause the target to become aware of the user. Once per day it can grant its user the Dead Silent capability for the rest of the Scene.
(Accessory)
Shielding Armguard: This armguard fits snugly and has steel plating on the outside similar to a shield that was partially folded in half over the arm. It functions as a Shield does, but allows the user to wield large weapons.
(Accessory)
Legendary Items
#9 Headband: This small strip of cloth emblazoned with a #9 looks and feels old and tattered, yet it remains unyielding. Wearing it causes a faint sense of unexplainable anxiety, as if something bad is about to happen, but even stranger is the similarly faint sense of resolve it exudes. Perhaps there are eight more headbands out there somewhere…?Grants the Courage Ability.
(Head or Accessory)
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