Difference between revisions of "Standard Equipment (FiD)"
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==== The Cartographer's Eyes ==== | ==== The Cartographer's Eyes ==== | ||
− | '''Effect:''' This ritual reveals the unseen features of an unexplored area, mapping out the terrain and potential dangers with eerie accuracy. The map | + | '''Effect:''' This ritual reveals the unseen features of an unexplored area, mapping out the terrain and potential dangers with eerie accuracy. The sacrificed map redraws itself to show the new area, with the same level of detail. |
− | '''Weird Aspect:''' The caster temporarily loses their vision, instead "seeing" the landscape as a mental imprint while their eyes glow faintly. | + | '''Weird Aspect:''' The caster temporarily loses their vision, instead "seeing" the landscape as a mental imprint while their eyes glow faintly. |
'''Cost:''' You must sacrifice a map of a well-explored area to erase the known in favor of the unknown. The caster takes 3 stress. | '''Cost:''' You must sacrifice a map of a well-explored area to erase the known in favor of the unknown. The caster takes 3 stress. | ||
− | ''' | + | '''Consequences:''' The ritual leaves the caster feeling disconnected from reality, fearing they are becoming more attuned to the land than to the people around them. |
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==== Rift of the Veil ==== | ==== Rift of the Veil ==== | ||
− | '''Effect:''' Opens a planar portal to another dimension (e.g., Shadowfell, Feywild, or a pocket dimension) at a fixed location for a | + | '''Effect:''' Opens a planar portal to another dimension (e.g., Shadowfell, Feywild, Netherworld, or a pocket dimension) at a fixed location for a duration of several hours up to several day or even permanent depending on the sacrifice. |
'''Weird Aspect:''' The portal pulses with an unsettling rhythm, as if breathing, and the air around it smells faintly of brimstone or flowers depending on the plane. | '''Weird Aspect:''' The portal pulses with an unsettling rhythm, as if breathing, and the air around it smells faintly of brimstone or flowers depending on the plane. | ||
− | '''Cost:''' You must inscribe a perfect circle with powdered silver and blood, and chant for three hours uninterrupted. The caster takes 5 stress and must sacrifice a living creature or a | + | '''Cost:''' You must inscribe a perfect circle with powdered silver (1 coin) and blood, and chant for three hours uninterrupted. The caster takes 5 stress and must sacrifice a living creature or a magical object to stabilize the portal. |
− | ''' | + | '''Consequences:''' After performing the ritual, the caster becomes haunted by whispers from the plane they contacted, making them question the barrier between realms and possibly influencing their actions. |
==== Harvest of Plenty ==== | ==== Harvest of Plenty ==== | ||
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'''Cost:''' The caster must bury a valuable item tied to life and growth (a rare seed, a child’s toy, or a personal keepsake) into the soil. They take 4 stress and temporarily lose the ability to speak until the next full moon. | '''Cost:''' The caster must bury a valuable item tied to life and growth (a rare seed, a child’s toy, or a personal keepsake) into the soil. They take 4 stress and temporarily lose the ability to speak until the next full moon. | ||
− | ''' | + | '''Consequences:''' The caster develops a deep connection to the earth and shares the consequences of any destruction caused to the blessed fields until they are harvested. |
==== Blade of the Eternal Flame ==== | ==== Blade of the Eternal Flame ==== | ||
− | '''Effect:''' Adds permanent magical potency to a weapon, imbuing it with arcane fire or another chosen element, making it far more dangerous in battle. | + | '''Effect:''' Adds permanent magical potency to a weapon, imbuing it with arcane fire or another chosen element, making it far more dangerous in battle. This adds the Power feature to the weapon. |
'''Weird Aspect:''' The weapon pulses with a faint glow and emits whispers when drawn, as if the spirits of the elements are trapped within. | '''Weird Aspect:''' The weapon pulses with a faint glow and emits whispers when drawn, as if the spirits of the elements are trapped within. | ||
− | '''Cost:''' The weapon must be bathed in the blood of a creature associated with the chosen | + | '''Cost:''' This ritual required long-term-project is a 6-tick clock using Tinker. The weapon must be bathed in the blood of a creature associated with the chosen power (for example a fire elemental for imbuing fire). The caster takes 6 stress. |
− | ''' | + | '''Consequences:''' The wielder begins to believe the weapon is sentient, developing a fear that it may act of its own will one day. |
==== The Gravekeeper's Hand ==== | ==== The Gravekeeper's Hand ==== | ||
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'''Weird Aspect:''' As the dead rise, the ground shifts and groans, and the stench of decay fills the air. | '''Weird Aspect:''' As the dead rise, the ground shifts and groans, and the stench of decay fills the air. | ||
− | '''Cost:''' You must bury a | + | '''Cost:''' You must bury a sapient creature alive in the graveyard as an offering. The caster takes 7 stress and develops a growing connection to the undead, feeling their pull even when not near a graveyard. |
− | ''' | + | '''Consequences:''' The caster begins to dream of being buried alive, with each nightmare lasting longer and feeling more real. The caster's vice changes to faith. |
==== Sanctification of the Hallowed Ground ==== | ==== Sanctification of the Hallowed Ground ==== | ||
'''Effect:''' Sanctifies a temple or sacred space, creating a powerful ward that keeps out spirits, curses, and the influence of dark forces. | '''Effect:''' Sanctifies a temple or sacred space, creating a powerful ward that keeps out spirits, curses, and the influence of dark forces. | ||
− | '''Weird Aspect:''' A subtle, golden glow suffuses the temple, and a low hum resonates within the walls when evil entities approach. | + | '''Weird Aspect:''' A subtle, golden glow suffuses the temple, and a low hum resonates within the walls when evil entities approach. The area becomes anathema to spirits and monsters not aligned with your faith. |
− | '''Cost:''' The caster must offer up a personal sacrifice, such as a beloved possession or part of their own lifeforce. They take 5 stress and must | + | '''Cost:''' The caster must offer up a personal sacrifice, such as a beloved possession or part of their own lifeforce. They take 5 stress and a full ritual of worship must be helt there. |
− | ''' | + | '''Consequences:''' The caster fears they have bound their soul to the temple and that, upon death, they will be trapped within its walls. |
==== The Seeking Flame ==== | ==== The Seeking Flame ==== | ||
− | '''Effect:''' Summons a flame that seeks out and burns hidden | + | '''Effect:''' Summons a flame that seeks out and burns hidden magic in the immediate area, obvious or concealed. This is mostly used to break powerful magic not susceptible to normal detection or dispelling powers or when the magic is so subtle it cannot be detected. |
'''Weird Aspect:''' The flame flickers in unusual patterns, as if alive, and whispers in forgotten tongues. | '''Weird Aspect:''' The flame flickers in unusual patterns, as if alive, and whispers in forgotten tongues. | ||
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'''Cost:''' You must light the flame using a rare, flammable material harvested from an ancient source (like a dead god’s heartwood). The caster takes 3 stress and may be burned if the flame detects deception. | '''Cost:''' You must light the flame using a rare, flammable material harvested from an ancient source (like a dead god’s heartwood). The caster takes 3 stress and may be burned if the flame detects deception. | ||
− | ''' | + | '''Consequences:''' The caster begins to believe the flame can judge them, fearing its eventual turn on them if they are not "pure." |
==== Eye of the Hunter ==== | ==== Eye of the Hunter ==== | ||
− | '''Effect:''' Bestows a keen sight upon the caster or target, allowing them to track creatures or people with supernatural accuracy. | + | '''Effect:''' Bestows a keen sight upon the caster or target, allowing them to track creatures or people with supernatural accuracy, seeing their tracks as glowing imprint and the target themselves can be seen through walls and in darkness. |
'''Weird Aspect:''' The target’s eyes glow faintly, and their vision becomes tunnel-like, focusing only on the prey. | '''Weird Aspect:''' The target’s eyes glow faintly, and their vision becomes tunnel-like, focusing only on the prey. | ||
− | '''Cost:''' The caster must pluck out a bird’s eye and swallow it, taking 4 stress. The target becomes unable to see | + | '''Cost:''' The caster must pluck out a bird’s eye and swallow it, taking 4 stress. Caster must either uniquely name the target or include some link to them. The target becomes unable to see any creature other than their prey until the hunt is complete. |
− | ''' | + | '''Consequences:''' The target develops a fear of losing their sight, haunted by blurred visions of strange, unidentifiable creatures. |
==== Chains of Binding ==== | ==== Chains of Binding ==== | ||
− | '''Effect:''' Temporarily binds a powerful entity (spirit, demon, or elemental) to a physical location or object, preventing its escape. | + | '''Effect:''' Temporarily binds a powerful entity (spirit, demon, or elemental) to a physical location or object, preventing its escape. |
'''Weird Aspect:''' The air crackles with tension, and the object or location glows with eerie symbols. | '''Weird Aspect:''' The air crackles with tension, and the object or location glows with eerie symbols. | ||
− | '''Cost:''' You must trap the entity in a specially prepared vessel (e.g., a cursed | + | '''Cost:''' You must trap the entity in a specially prepared vessel (e.g., a cursed goblet or enchanted mirror). The caster takes 6 stress and risks their own essence being bound if the ritual fails. |
− | ''' | + | '''Consequences:''' The caster begins to believe that, one day, they will be bound by their own magic or trapped by the entities they subdue. |
==== Veil of the Hidden Path ==== | ==== Veil of the Hidden Path ==== | ||
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'''Cost:''' The caster must burn a rare incense and chant for several hours while walking the path. They take 4 stress and risk losing their way, potentially never finding the true path again if disturbed. | '''Cost:''' The caster must burn a rare incense and chant for several hours while walking the path. They take 4 stress and risk losing their way, potentially never finding the true path again if disturbed. | ||
− | ''' | + | '''Consequences:''' The caster becomes paranoid that they are losing their ability to distinguish reality from illusion, fearing they are walking invisible paths unknowingly. |
=== Magic Items === | === Magic Items === |
Revision as of 17:28, 25 September 2024
Starfox's Blades in the Dark fan page |
Standard items available to all characters.
- ☐, ☐ means you can have several items of this type. Count load for each.
- ☐-☐ means the item costs several load, you must pay the full load to have a single item.
- ■ means the item has no load cost. Unless listed with commas, you only have a single item.
Standard Equipment
- ☐, ☐ Weapon
- ■ Knife
- ☐ Throwing Knives
- ☐-☐ Armor ☐-☐-☐ +Heavy
- ■ Holy Symbol
- ■ Whistle
- ☐ Musical Instrument
- ■ Tinderbox
- ☐ Torch
- ■ Lamp
- ☐ Lantern
- ☐, ☐, ☐ Oil flask
- ☐ Climbing Gear
- ☐ Hook and 15m Rope
- ☐ Mirror
- ☐, ☐ Caltrops
- ☐-☐ Folding 10-foot pole (3m)
- ☐ Burglary Gear
- ☐ , ☐ Manacles
- ☐ Subterfuge Supplies
- ☐ Spikes
- ☐-☐ Camping gear
- ☐-☐ Medicine chest
- ☐ Light Tools
- ☐-☐ Heavy Tools
- ☐, ☐, ☐ Documents
- ☐, ☐, ☐ Monster Lure
Standard Equipment Descriptions
Weapon ☐: A one handed weapon such as a sword, axe, mace, whip, pistol, sling, or hand crossbow. Includes exotic weapons such as a blackjack, brass knuckles, whip, length of chain, razor-edged fan, or steel-toed boots.
Heavy Weapon ☐-☐: A two-handed weapon such as a longsword, greatsword, longbow, crossbow, musket, or pole-arm.
Knife ■: A universal tool and emergency weapon.
Throwing Knives ☐: Six small, light blades such as knives or darts.
Armor ☐-☐: A gambeson or hard leather breastplate. Reduces physical harm by one level, once. ☐-☐-☐ +Heavy: The addition of chain mail and a metal helm. The load and effect of heavy armor is in addition to normal armor.
Holy Symbol ■: A small religious symbol usually made of silver. Might keep supernatural creatures at bay with an Attune roll.
Whistle ■: A signaling device or tiny instrument such as an ocarina, castanet, or jaw harp.
Musical Instrument ☐: A small and handy musical instrument such as a bagpipe, flute, fiddle, lap harp, lyre, small drum, trumpet and the like. Large instrument is not suited for adventuring ☐-☐-☐.
Tinderbox ■: Ignites tinder after about a minute of effort. Roll Tinker in a hurry. 4-5: Fire in about 12 seconds. 6: Fire in 3 seconds. Critical: Instant fire.
Torch ☐: Burns for about an hour, emergency potent weapon.
Lamp ■: Simple oil or candle lamp. Fragile and vulnerable to gusts.
Lantern ☐: Metal lantern with shutters and a lens to project a ray of light. Comes with 1h of oil. Vulnerable to falls.
Oil flask ☐: 6h fuel for lamp or lantern, lubricant, or emergency incendiary.
Climbing Gear ☐: A small pouch of chalk dust. A climbing harness with loops and metal rings. A set of iron pitons and a small mallet. A grappling hook. Rope comes separately
15m Rope ☐: 15 meters of rope safe to 150 kg.
Mirror ☐: Polished metal mirror, or glass mirror in a protective case.
Caltrops ☐: Small spike traps to delay pursuit. Covers a 1 meter radius in spikes dangerous, particularly to runners.
Folding 10-foot pole (3m) ☐-☐: Two thin wooden staves joined by a clever locking joint. Can trigger traps at a safe distance or assist jumps and climbs. Not suited for combat.
Burglary Gear ☐: A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.
Manacles & Chain ☐: A set of heavy manacles and chain, suitable for restraining a prisoner.
Subterfuge Supplies ☐: A theatrical makeup kit. A selection of blank documents, ready for the forger's hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.
Gate Stoppers ☐: A dozen iron spikes, chisels, and a mallet.
Camping Gear ☐-☐: Bedroll, cooking pot, tarpaulin, three days rations. Roughing it out with this gear allows a single downtime action to remove stress. Lacking this does not allow any effective rest.
Medicine Chest ☐-☐: Scalpels, bone saw, pincers, needle & thread, bandages, opium, simple medicine, leeches.
Light Tools ☐: Tools for one craft that does light work, like a clockmaker, jeweller, mapmaker, scribe, tailor, whitesmith, or woodcarver.
Heavy Tools ☐-☐: Tools for heavy construction work, like that of a blacksmith, carpenter, lumberjack, mason, or miner.
Documents ☐: Blank pages, a vial of ink, a pen, and a selection of papers such as a registry of the nobility, City Watch duty list, monster identification manual, treatise on scholarly subject, a few rough maps, a number of letters and official papers. Specific documents may require a flashback to acquire.
Monster Lure ☐: Something enticing to unsophisticated creatures like glass beads, strong drink, food, or a scent lure.
Special Equipment
A piece of equipment can have more than one quality of those described here.
Potent Weapon ☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This is one specific item
Fine Clothes & Jewelry ■: An outfit that appears to be of such fine make as to pass you off as a noble. If you're carrying this item as a second outfit to change into, it is ☐.
Fine Disguise Kit ☐: A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect when playing a role or relying on beauty.
Fine Loaded Dice, Trick Cards ■: Gambling accouterments subtly altered to favor particular outcomes. Gives +1d on your deceptive actions when you use it.
Hunting Pet Cohort ■: Your animal companion obeys your commands and anticipates your actions. Cohort: Expert: Hunter, Tenacious, Animal intelligence. See page 96.
Spyglass ☐: Telescopic brass tube with lenses, amplifies three to four times.
Fine Tinkering Tools ☐: A finely crafted set of tools for detailed mechanist work. A jeweler's loup. Measuring devices.
Fine Weapon ☐: A masterwork weapon that fits you perfectly, improving your effect. This refers to one particular weapon. If lost, you have to find a new one. This is a one handed weapon such as a sword, axe, mace, whip, pistol, sling, or hand crossbow. Includes exotic weapons such as a blackjack, brass knuckles, whip, length of chain, razor-edged fan, or steel-toed boots. The fine quality improves the effect.
Fine Heavy Weapon ☐-☐: A masterwork weapon that fits you perfectly, improving your effect. This refers to one particular weapon. If lost, you have to find a new one. This is a two-handed weapon such as a longsword, greatsword, longbow, crossbow, musket, or pole-arm. The fine quality improves the effect.
Fine Wrecker Tools ☐-☐: A specialized set of tools for sabotage and destruction. A small, powerful drill. A mallet and steel spikes. A prybar. Vials of acid.
Bandolier of Alchemicals ☐: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of alchemical agents. When you employ an alchemical from a bandolier, choose one from the list at right (or one of your custom-made formulas). See page 226 for more on alchemicals.
Fine lockpicks ■: A finely crafted set of tools to disable and circumvent locks.
Light Climbing Gear ☐: A well-crafted set of climbing gear that is less bulky and heavy than a standard set. Includes 15 meters of rope made of silk or hair.
Fine Cover Identity ☐: Paperwork, planted stories and rumors, and false relationships sufficient to pass as a different person.
Fine Bottle of Wine ☐: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress.
Heraldry ■: Kaō, shield mark, blazoned surcoat, or badge of identity that negates the cost of resisting once per score.
Palm Pistol ■: A small firearm with a weak charge, easily concealed in a sleeve or waistcoat. Often concealed as a snuffbox, holy symbol, or other personal item. This pistol has extremely limited range; only a few feet. It's very difficult to detect on your person, even if you're searched.
Spirit Mask ☐: An arcane item that gives the wearer potent vision, which allows a trained user to see spirits and supernatural energies in great detail. Also affords some measure of protection against possession. Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see?
- Thrown Weapons ☐: A throwing weapon is a javelin, throwing axe, shakram, or throwing disk, a heavy throwing weapon that requires strength and room to throw. You generally get three throwing weapons in the package, and they can be picked up and thrown again.
Shield ☐: Functions as armor. Takes up one hand.
Breastplate ☐-☐: Functions as armor.
Coat or Arms or Badge ■: A heraldic or martial symbol that shows you off as a leader and thus reduces the stress cost of a group action you lead by 1.
Relevant Map ☐: A map of the area of operations.
Disguised Weapon ☐: A weapon that does not appear to be a weapon except under close scrutiny. Examples include cane swords, fighting fans, hair pin daggers, daggers concealed in holy symbols, belt buckles, shoes, and emblems of rank, palm pistols concealed in cutlery, snuff boxes, swagger sticks, or purses. Sashes, belts, or clock chains made to be used as whips or garottes.
Light Camping Gear ☐: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Functions as normal Camping Gear, above.
Bomb ☐-☐: Small tun of gunpowder with a fuse. Improves effect of Wreck actions and speeds up Wreck used to destroy static objects like doors or walls.
Grenade ☐: Small bomb made to be lit and thrown. Overcomes scale with Wreck attacks at short range.
Parrying Instrument ☐: Buckler, main-gauche, gauntlet, hat, cloak or other device used defensively in the off hand. Improves position but reduces effect in Finesse combat.
Workman's Hat ☐: Lets you disappear in a crowd of similar workers.
Power Implements
Things used to improve the use of powers, often specific to a certain magic tradition/power playbook.
Spirit Bribe ☐: Gives +1d on a single use of an Animist power.
Temporary Pact ☐: Pact made in advance with a spirit strange to the user. Allows an animist a single use a power they do not know.
Animist Disguise ☐-☐: Hides an animist's spirit symbols without interfering with powers.
Artificer Implement ☐-☐: Grants an artificer access to a specific power effect for the duration of a score. This is an effect of a power they do not know that is accessible to artificers.
Artificer Gizmo ☐: Grants a single use of a power that is not known but is accessible to artificers.
■ Tinker Drone ■: Can assist owner on Tinker checks. Owner pays stress cost.
Beads ☐: Improve a chi-users position against fear and mental influence effects.
Kaō ☐: Calligraphic mark or badge of identity that negates the cost of resisting once per score.
Sorcerous Insignia ☐: of your heritage that reduces the stress cost of powers by one during a score. Ruins any disguise.
Calligraphic Scroll ☐-☐: Allows a single use of a chi power that is not known.
Chosen's Blessing ☐: A chosen can bless any object to make it potent.
Chosen's Concealment ☐: Simple hooded cloak that hides the chosen from information gathering by the Attune, Study, and Survey actions. Usually used to escape the attention of hostile theurges, it works against all detection, both mundane and using powers.
Miraculous Means ☐: This is any object used to explain or visualize a chosen's use of powers. Gives you +1d on a single action roll.
Chosen Token ☐: to give to another to allow them one use of a power effect you know as if they knew that power themselves. They use it with their own action.
Power Token ☐: Granting one-time use of a power you do not know but that is available for you to choose.
Monster Clothes ☐: (beyond what is required to meet the group's standards of decency) adapted to your physique.
Monster Bait ☐: Gives increased effect when trying to lure creatures that are not sapient.
Simple Disguise ☐: Avoids attention as long as you lie low. Hides your identity, can be quickly donned or doffed.
Mystic Amulet ☐: Reduces the stress cost of powers by one as long as you have no stress.
Mystic Robe ☐-☐-☐: Improves position when using powers.
Incense ☐: Increases the outcome of Study and Survey powers by enhances visions and lucid dreaming.
Veil ☐: Blinds you but this blindness does not affect powers. Halves the stress-induced die requirement of powers from Trauma Condition—Balance.
Prayer Beads ■: Restores two points of stress with ten minutes of meditation. One use.
Memento ☐: Reduces the stress cost of an orphic power by one. One use.
Music Sheet ☐: Allows one use of a power on the list of orphic powers that you do not know.
Stagewear ☐: Allows you to push any resolve action roll (not just powers) at the cost of only one stress. You must carry no more than a light load.
Fetish ☐: Enhances power, increasing the effect of a single use of a power. One Use.
Drug ☐: Gives a soulsworn +2d to a single action roll for a power, but inflicts medium harm: disoriented. This consequence cannot be resisted.
Familiar Spirit ■: a monster camouflaged as an item or a small animal that acts as an agent of your patron.
Ritual supplies ☐, ☐, ☐: that can reduce the stress cost of a power by 1. One use.
Inventions
Gadgets, alchemical creations, and rituals are three categories of special resources you must earn during play. Certain special abilities make this easier or give you the ability to create one of these things. When an invention is found on a playbook's list of items, such a character can renew their stock without having to use the invention rules. Rulebook p 222 and forward.
Armor
You can only use one kind of armor of each type, meaning you cannot use regular light or heavy armor after you have used invention armor of that kind. The same applies to shields, tough only a few playbooks have access to shields. Armors have an additional type of drawback, Material. An armor can only be made of one material, but you can have light and heavy armor of different materials.
- 1 Expressive Shield ☐: This works as a normal shield: Functions as armor and takes up one hand. The front of this shield is shaped in the likeness of a face. While bearing the shield, the face's expression changes to match your own, including speech, which becomes audible at a much greater distance. This allows the sue of the Command and Sway action to be used at greater range. This replaces a normal shield, you cannot carry both. When using this mark the shield box one way when used for expression. Mark it fully once you use it as armor. In either case the expressive functions works for the rest of the score.
- 1 Smoldering Armor ■: Wisps of harmless, odorless smoke rise from this armor while it is worn. May help Command rolls. Any suit of armor can be turned into a smoldering armor. You have to either have used any armor or to reserve load for light armor [☐-☐] to use this.
- 2 Light Serpent Armor ☐: Armor made out of the scales of a large snake or similar flexible natural armor. This functions as light armor, but only weights ☐. This replaces normal light armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of light armor. You cannot use this with heavy armor or normal light armor. Material, Rare
- 3 Exosuit Armor ■: You can doff this armor in seconds. It breaks open and stands up by itself, you simply walk into it and it closes around your body. This has no effect on a score, it is useful when you are surprised when camping or during downtime. The armor otherwise works normally. This is a quality added to any armor you wear at no cost in load. Any suit of armor can be turned into an exosuit. Complex
- 4 Glamered Armor ■: You can make the armor assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color and style, but the armor retains its normal bulk. It can lower your apparent load by one category. The illusory appearance last until you use this property again or remove the armor. You have to either have used any armor or to reserve load for light armor [☐-☐] to use this.
- 4 Heavy Carapace Armor ☐-☐: Armor made out of the hard exoskeletons of monsters, such as the carapaces of giant insects and scorpions or the hells of giant crustaceans. This functions as heavy armor, but weights less. This replaces normal heavy armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of heavy armor. Complex, Material, Rare
- 5 Light Mithril Armor ☐: Armor made out of a light metal as hard as steel but looking like non-tarnishable silver. This functions as light armor, but weights less. This replaces normal light armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of light armor. Material, Rare
- 6 Heavy Adamantine Armor ☐-☐-☐-☐: Armor made out of a hard, heavy, black metal that is very difficult to work. This functions as heavy armor, but continues to reduce physical harm for the rest of the score. This replaces normal heavy armor, you cannot wear both. Complex, Material, Rare
- 6 Light Dragon Armor ☐-☐: Armor made out of the scales of a dragon. Different dragons have different scale colors and are linked to different power. This functions as light armor, but also improves your position against attacks made using the power of that dragon. This replaces normal light armor, you cannot wear both. Complex, Material, Rare
Weapons
Rather than individual weapons, this is a list of features a weapon can have. A weapon starts at tier 1. Add the tier rating of all these effects together to get the tier of a weapon. Unless noted, these do not change the load cost of a weapon.
- 1 Basic Weapon ☐: All weapons need this. A heavy weapon costs two load ☐-☐.
- +1 Concealed Weapon ■: The weapon appears to be an ordinary item of its size and shape to all by close inspection, or appears to be harmless. Typical examples include cane swords, fighting fans, snuffbox guns, and glaive staffs. A weapon that seems harmelss but is not, without revealing a hidden feature does not need this. This can be a normal staff, swagger stick, or loaded glove.
- +1 Fine Weapon ■: The weapon increases effect.
- +1 Morphing Weapon ■: The weapon can change shape to become another type of weapon of the same basic type: melee weapon or ranged weapon.
- +1 Potent Weapon ■: The weapon penetrates many supernatural defenses, avoiding a loss of effect.
- +1 Power Weapon ■: Select a Power. The weapon can deal the type of damage that the skirmish attacks of that power deals. Typical examples are flame blades, ice arrows, and psi knives. This does not change the amount of damage, only the type. You can apply this invention multiple times to a weapon to add three additional damage options.
Gadgets
This includes unusual items, both magic and mundane. It is often hard to know if a device is magical. Gadgets look like mundane items with additional sigils, brass bits, or crystals. As gadgets are considered cool, it is not uncommon to see mundane items with such modifications.
- 2 Candle of the Deep ■: The flame of this candle cannot be extinguished by wind or water. It gives off light and heat like a normal candle. Consumable.
- 2 Darklight Goggles ■: Goggles that lets you see in the invisible light of a Darklight Lamp. Vision is sepia-tinted.
- 2 Orb of Celestial Light ☐: This orb glows depending on what the brightest celestial object in the sky is, from a brilliant light for the midday sun, to a pale moonlight, to the bare flicker of stars and planets.
- 2 Paper Bird ☐: Write a message of fifty words or fewer on this magic sheet of paper, fold it into a paper bird, and speak a creature's name. The paper bird flies to the recipient whose name you uttered, whereupon it turns back into a mundane sheet of parchment. If the bird is soaked, damaged immobilized, or hit by the rising sun before reaching its target, it turns into ash. Consumable.
- 2 Pipe of Monsters ☐: When you smoke this pipe, you can shape the smoke into various creatures and control their movements until they dissipate in a few seconds.
- 2 Spirit Bottle ☐: An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread.
- 2 Spirit Lantern ☐: Reveals spirits and invisible creatures and objects in its light. Works best in darkness, has to be very close to work in sunlight.
- 3 Darklight Lamp ☐: A Lantern that does not shed visible light. Still hot and vulnerable to falls.
- 3 Dread Helm ☐: This fearsome steel helm can make your eyes glow red while you wear it. Can improve the effect of Command rolls, especially in the dark.
- 3 Emerald Pen ■: This pen is tipped with an emerald nib and requires no ink to write. It can draw green lines and text on any material, including in air, and you can make the text glow for a few minutes. On a surface it lasts much like normal ink, in the air it disappears when it stops glowing. More expensive versions use gems and create text of other colors.
- 3 Enduring Book ☐: This book, along with anything written on its pages, can't be damaged by fire or water and doesn't deteriorate with age. Popular with wizards.
- 3 Ghost Gem ☐: This large beryl is the size and shape of a grape. By peering through the stone you can see spirits and other invisible things and effects. Volatile your vision is distorted and cannot see at all beyond 5 meter or so.
- 3 Instrument of Illusions ☐: While you are playing this musical instrument, you can create harmless, illusory visual effects within a 2 meter-radius sphere centered on the instrument. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
- 3 Mask of Illusion ☐: Put this mask over your face and imagine an appearance, the mask turns to dust and your face is covered by the illusion you imagined for the rest of the score. Consort is the skill used to imagine a believable illusion. Consumable.
- 3 Robe of Illusion ■: This robe does not exist, is merely an illusion and disappears at sunrise. You can use a command word to change the illusionary appearance of this robe, it can appear as any item of clothing. This grants increased effect on Consort rolls but is liable to create rumors. Conspicuous, Consumable, Volatile someone might touch and realize that it is not there.
- 3 Silver Platter ☐: Silver plates and goblets darken when touching poisons, drugs, and potions. Unreliable.
- 3 Swashbuckler's Cane ☐: This stylish walking cane can transform into a fine fencing sword and then ceases to be magical. Consumable.
- 3 Syringe Crossbow ☐: A pistol crossbow that fires a bolt that injects a drug or poison. Effective to about 10 meters. You must supply the drug.
- 3 Talking Doll ☐: You can spend a minute telling beautiful doll to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur near the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy."
- 4 Charlatan's Dice ☐: Whenever you roll this set of three six-sided dice, you can control which number it rolls. Gives +2d on your deceptive actions when you use it, but worsens your position.
- 4 Crystal Spell Vault: A crystal sphere the size of an orange, inlaid with gold and silver filigree. While you are touching the crystal, you can use it as a wizard's spellbook.
- 4 Dark-sight Goggles ☐: An arcane device that allows the wearer to see in pitch dark as if it was dim light.
- 4 Driftglobe ■: A small sphere of thick glass. You can speak command words to make it glow like a lantern, hover, and/or follow you.
- 4 Eversmoking Bottle ☐: Smoke leaks from the lead-stoppered mouth of this brass bottle. When you remove the stopper, a cloud of thick smoke pours out in a 15-meter radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 3 meters until it reaches its maximum radius of 40 meters. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word. Once the bottle is closed, the cloud disperses after 10 minutes. Any wind can disperse the smoke.
- 4 Flamethrower ☐-☐: A tank backpack connected to a nozzle that can release a jet of alchemist's fire up to 10 meters. Can quickly fill a 2 meter radius. A pilot light can ignite this. Consumable (can load up to five alchemist's fire, each can be fired once ☐, ☐, ☐, ☐, ☐. Volatile risks collateral damage and the tank can explode if hit.
- 4 Pole Pin ■: This brooch in the shape of a pin can grow into a 3 meter pole and shrink back to its original size, saving you the load of carrying an actual pole. Other mundane objects might also exists as pins.
- 4 Robe of Vipers ☐: This elegant robe is embroidered with serpents. You can shake the robe to create a swarm of venomous adders. This removes the embroidery and ends the magic of the robe. These will form a swarm around you, biting anyone except you who comes close, and will follow you when you move around for up to an hour. Consumable.
- 5 Allseeeing Lens ■: This crystal lens is the size and shape of a coin and can be used as a lens or monocle, allowing you to see spirits and other invisible things and effects. Unreliable.
- 5 Balance of Power ☐: Use the scales to evaluate items with powers. The scales will tip towards the side with the higher tier power.
- 5 Blood Needle ■: You need to touch the blood of of another creature to activate the magic of this thin needle. If done delicately, this feels like nothing more than a pinprick. You then wear the pin in your clothes or hair. As long as you wear it, any power that would usually find information about you instead finds information about the creature who's blood you used. At the full moon the link of blood ends and needs to be renewed for the Blood Needle to work.
- 5 Bracer of Flying Daggers ☐: This armband has thin daggers strapped to it. You can pull fine daggers from the bracer and immediately hurl them, making a ranged attack. Each dagger vanishes in seconds. The bracer never runs out of daggers.
- 5 Breathing Mask ☐: This leather and brass mask protects your eyes and face and filters out poisons and air pollutants.
- 5 Dimensional Shackles ☐: You can place or release these shackles from an incapacitated creature by using the command word. The shackles adjust to fit a creature from half to double your length. In addition to serving as mundane manacles, the shackles forces a spirit to remain material and prevents a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.
- 5 Dusting Stone ☐: A cleansing stone rests comfortably in the hand. When touching the stone, you can use it as an enhanced brush, scrubbing and washing things thoroughly by just dusting them with the stone.
- 5 Eyes of Minute Seeing ☐: These crystal goggles have icy lenses that render things close to you in stark detail. While wearing them, you can see much better than normal out to a range of 30 centimeters. You have increased effect on Survey and Tinker checks that rely on sight while searching an area or studying an object within that range.
- 5 Goggles of Truth ☐: The world appears cold and harsh while watched through the smoky crystal lenses of these garish goggles. You gain potency on Survey, allowing you to see spirits, invisible creatures and power effects. You can use the goggles to examine a worked object to identify the aura of the last creature that touched it. Make a Survey roll. On a success, you learn the creature's type and sense in what direction the creature is at the moment. This has a double consequence: that the creature feels a tingle along their spine and that you cannot read the aura of this object again.
- 5 Prosthetic ■: This item looks like a porcelain and clockwork body part, an eye, ear, hand, an arm, a foot, a leg, or a similar body part. It can replace a lost example of the same limb. It can be attacked or detached with a few seconds of work. While the prosthetic is attached, it functions identically to the part it replaces.
- 5 Speaking Stone ☐: The key to long-distance, virtually instantaneous communication. Each stone is marked with a rune code. By speaking the code of another stone, you create a link that allows you to hear and speak from that stone. Both stones glow slightly when linked this way. You gain no information about where the stone is. Communication is so bad it only allows limited effect and controlled position. Many rich people and organisations keep speaking stones but most keep the rune codes secret to prevent spying.
- 5 Ward Against [Power or Summons] ■: Mystic item made to ward against a specific type of creature, usually defined by a power, but sometimes against all summoned creatures. Keeps the creature at bay and improves position in a conflict.
- 6 Dimensional Box ☐: This box has an interior space considerably larger than its outside dimensions, it holds 3 load.
- 6 Gauntlets of Ogre Power ☐: You gain increased effect on Wreck rolls while wearing these brass and rawhide gauntlets.
- 6 Gold Platter ☐: Gold plates and goblets may negate poisons, drugs, and potions they touch. Unreliable.
- 6 Helm of Underwater Action ☐: While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 20 meters, and you gain a swimming speed equal to your land speed. If you are aquatic, you gain the same benefits on land.
- 6 Horseshoes of a Zephyr ☐: These silver horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating just above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
- 6 Robe of Fashions ☐: You can use a command word to change the style, color, and fabric of this robe. This grants increased effect on Consort rolls but is liable to create rumors. Other items of clothing can be made like this, but the robe is the most common and versatile. Conspicuous.
- 6 Rope of Entanglement ☐: This 15 meter rope is made of spider silk. If you hold one end of the rope and use an action to speak its command word, you can use your Wreck to grapple a creature up to 10 meters away. If you successfully restrain a creature this way, you can let go of the rope and it will keep the creature bound. If the rope is about to be cut, it instead recoils and neatly coils itself. Rare.
- 6 Shackles of Power ☐: You can place or release these shackles from an incapacitated creature by using the command word. The shackles adjust to fit a creature from half to double your length. In addition to serving as mundane manacles, the shackles hinder the creature from using powers and supernatural abilities and forces a spirit to stay material.
- 6 Wind Fan ☐: You can wave this fan with a command word and 1 stress to create a rush of wind up to 3m wide and 15 m long lasting as long as you continue to wave the fan. This will disperse gases, put out unprotected flames, and push objects and creatures away from you.
Alchemy
Alchemic substances come in frail containers that must be handled with care, thence the load. For a more efficient way to carry these, see Bandolier. Manufacturing or acquiring an alchemic item gives you a single potion. If your tier matches the tier of the potion, you gain replacements for any after the score. Otherwise you must make or acquire another potion to use it again. Alchemical items listed in your playbook are always restored.
Potions are traditionally stored in tiny glass bottles with a shape that varied depending on the type of potion, allowing identification by touch. Of course, this is just the norm, it doesn't always apply, and sometimes a potion might be in a different bottle than expected.
Drinking a potion is almost instantaneous. Applying an oil takes about a minute.
Alchemical products are sorted by tier, the first number on each line. The tier modifications of the Complex, and Rare drawbacks have not been included in each item's tier, as this would not reduce the sale price and availability of the item. When actually manufacturing something with these drawbacks, reduce the tier the creator has to contend with.
- 0 Potion of Heroism ☐: Drinking this potion makes you fearless. For the next hour fear effects always have limited effect on you, or you have a controlled position. Volatile you may lose all sense of self-preservation. Addictive. Consumable.
- 0 Recluse Venom ☐: Injected venom from the recluse spider that causes necrosis, leading to localized tissue death and severe damage. Inflicts level 1 harm: rotting at the start of each downtime action. Ends when you recover any harm. A similar effect can be achieved by dipping weapons in fresh feces or rotting materials. Consumable, Unreliable.
- 0 Smoke Bomb ☐: Makes a flash and a cloud of smoke, an excellent distraction that also creates a 2 meter radius cloud of dense smoke. Quickly disperses in any wind. Conspicuous, Consumable.
- 0 Snake Oil ☐: A painkiller draught that makes drinker feel fortified and able to overcome pains and aches. Suppresses level 1 or 2 harm that involves pain for an hour. Consumable, Unreliable, Volatile.
- 1 Alchemists Fire ☐: Immolates a target or creates a pool of intense, quick-burning fire. Potent against regeneration and undead. Usually thrown as a grenade or set as a trap. Conspicuous, Consumable.
- 1 Eyeblind ☐: A powdered poison that causes momentary blindness. Consumable.
- 1 Hunter's Body Paint ☐: Smells nice and friendly to animals, makes them treat you like one of them. Consumable.
- 1 Second Sight Potion ☐: Gives the user the ability to see spirits and the invisible. Lasts several hours. Consumable, Unreliable, Volatile. You may see things that are not there.
- 1 Trance Powder ☐: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. +1d on all Resolve actions against imbiber. Consumable, Unreliable.
- 2 Acid ☐: Destroys clockwork, stops regeneration, burns bare flesh. Potent against regeneration. Can be thrown as a grenade. Consumable.
- 2 Bewitching Perfume ☐: Apply this perfume to give yourself +1d on Consort and Sway action for the next hour. You also attract general attention, making yourself notorious. Conspicuous, Consumable.
- 2 Dream Essence ☐: A distillation of a vivid, lucid dream, perfectly recreated for the user. An expensive drug. Consumable.
- 2 Drift Oil ☐: Creates neutral buoyancy in water when poured on an object, causing it to float in water for an hour. Consumable.
- 2 Drown Powder ☐: A fine poison dust that incapacitates by giving the sensation of drowning. Consumable.
- 2 Philter of Animal Friendship ☐: The next time a creature that is not Sapient sees a creature within 10 minutes after drinking this philter, it becomes charmed by that creature for 1 hour. That charmer gains great effect on any Sway action against the drinker (desperate position for a PC drinker). Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Consumable, Unreliable.
- 2 Philter of Love ☐: The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is one you are normally attracted to, you regard it as your true love while charmed. That creature gains great effect on any Sway action against you (desperate position for a PC drinker). This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Complex, Consumable, Unreliable.
- 2 Potent Oil ☐: Renders a weapon coated in this oil potent against the supernatural for an hour. Consumable.
- 2 Sea Wasp Venom ☐: Salvaged from warm-water jellyfish, this potent venom causes immediate level 1 harm (pain) and possibly heat failure in a few minutes. Consumable, Rare, Unreliable.
- 2 Skullfire ☐: Toxic fumes from overly heated aberrant blood. Causes incapacitating migraines. Consumable, Rare Aberrant flesh.
- 2 Slumber Essence ☐: A dose of slumber essence sufficient to put someone to sleep for an hour. This can be imbibed, inhaled, or made wet to be injected. The victim's sleep isn't supernatural, but it is deep—they can be roused with some effort but this gives them level 1 harm: drowsy. Consumable.
- 2 Sparkle Bomb ☐: Makes a flash and a cloud of glitter, an excellent distraction. Consumable.
- 2 Universal Solvent ☐: This tube holds milky liquid with a strong alcohol smell. You can the liquid to instantly dissolve up to 1 square meter of adhesive it touches including Binding Oil. Consumable.
- 3 Air Bubble Potion ☐: Create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you are no longer underwater. Consumable.
- 3 Binding Oil ☐: Permanently fuses two surfaces until dissolved by alcahest or universal solvent. It is often easier to break the items themselves. Consumable.
- 3 Bottled Breath ☐: This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you create a rush of wind up to 3m wide and 15 m long. If you hold the breath, you don’t need to breathe in for 1 hour. Consumable.
- 3 Conotoxin ☐: Salvaged from cone snails, this potent venom causes immediate level 3 harm: paralysis and possibly heat failure in a few minutes. Consumable, Rare, Unreliable.
- 3 Dust of Deliciousness ☐: This reddish brown dust resembles ground brick. When you throw the dust into the air, any open food within 3 meters of you ar detoxified and greatly improve in flavor, allowing the consumption of most any organic matter. Consumable.
- 3 Fire Oil: ☐: Erupts in searing pillar of flame upon contact with air. Usually thrown as a grenade or set as a trap. Conspicuous, Consumable.
- 3 Fume Bomb ☐: Makes a flash and a cloud of smoke 4 meter in radius that irritates the eyes and lungs of people inside the smoke. Quickly disperses in any wind. Conspicuous, Consumable.
- 3 Potion of Climbing ☐: When you drink this potion, you can climb like a spider for a few minutes. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. Consumable.
- 3 Potion of Fire Breath ☐: After drinking this potion, you can exhale fire once against a group of enemies grouped close together. This does fire damage that overcomes scale. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. Conspicuous, Consumable, Volatile risks collateral damage.
- 3 Potion of Luck ☐: When you drink this potion, you push the next action that you use within the next few minutes without a stress cost. This potion takes the form of a sparkling, golden mist that moves and pours like water. Consumable.
- 3 Potion of Super-heroism ☐: A combination painkiller and anxiety reducer. Suppresses level 1 or 2 harm that involve pain and you always have a controlled position against fear effects for the next hour. Consumable, Volatile you may lose all sense of self-preservation. Addictive.
- 3 Shadow Essence ☐: A distillation of the plane of shadow. Creates a cloud of unnatural pitch darkness when exposed to air or water. Consumable.
- 3 Silence Potion ☐: A vial of golden liquid that negates all sound within 10 paces of the drinker for a span of several moments. Consumable.
- 3 Vitality Potion ☐: Accelerates the healing process. +4 ticks on healing clock over the span of 1 minute per tick. Made from the blood of creatures with regeneration. Consumable, Rare, Unreliable.
- 4 Drift Fumes ☐: Creates neutral buoyancy when poured on an object, causing it to float in the air for an hour. Consumable.
- 4 Dust of Disappearance ☐: This powder resembles very fine sand. When you throw the dust into the air, you and each creature and object within 3 meters of you become invisible for a minute or more. Energetic movement tends to end the effect sooner. Consumable, Unreliable.
- 4 Heartcalm ☐: Slows the heartbeat over several days, resulting in death. If used with precision, it can feign death by slowing the heartbeat to be imperceptible. Consumable, Unreliable.
- 4 Oil of Slipperiness ☐: This oil can cover a human, along with the equipment it's wearing and carrying . The affected creature then cannot be grappled or restrained for the next hour. Alternatively, the oil can be poured on the ground, where it quickly covers a 2 meter radius circle, removing friction in that area for 8 hours. The sticky black unguent is thick and heavy in the container, but it flows quickly when poured. Consumable.
- 4 Pixie Dust ☐: This powder resembles ground glass. When you throw the dust into the air, you and each creature and object within 3 meters of you can hover at their normal speed for a few minutes. A real pixie can make it last much longer. Consumable, Unreliable. .
- 4 Potion of Giant Size ☐: When you drink this potion, you grow to twice your normal height for a few minutes, with proportional mass and strength. You gain increased effect on melee damage and on Wreck rolls (this stacks if you do damage using Wreck) and reduce all harm you take from physical attacks by one level. The red in the potion's liquid expands from a tiny bead to color the clear liquid around it. Any movement resets this process. Conspicuous, Consumable.
- 4 Potion of Resistance ☐: This potion comes in many variants. Select a power when making this potion. For the next few minutes effects using that power always have limited effect on you, or you have a controlled position. The potion is black and tarry, shaking it shows signs of the power it protects against. Consumable, Rare.
- 4 Standstill ☐: A powder that causes temporary paralysis when inhaled, eaten, or mixed with water and injected. Consumable.
- 4 Thought Essence ☐: A distillation of a spirit's memories, such that they become your own. Mainly used on ghosts. Can have severe side effects. Consumable, Rare A spirit that is killed to make this. Volatile.
- 4 Viper Potion ☐: The user's saliva and blood become highly toxic to others for an hour. Conspicuous. Consumable.
- 5 Alcahest ☐: A fluid that stops the effects of any other alchemical item.
- 5 Ghost Oil ☐: A colorless fluid that causes affected material to slip into the ether until sunup. Volatile Very dangerous lasting up to a minute applied to living beings. Consumable.
- 5 Potion of Invulnerability ☐: For a few minutes after drinking this potion, any external, physical harm you take that is not from a potent source is reduced by two levels. The potion's syrupy liquid looks like liquified brass. Consumable, Unreliable.
- 6 Devilroot ☐: Sap of the devilroot plant. Can be instantly lethal when consumed. Unreliable. Consumable.
- 6 Life Essence ☐: The essential life force, in vaporous form. May delay death for a short time or revive the recently deceased. Unreliable. Volatile attracts the attention of the undead. Consumable.
- 6 Panacea ☐: Cures any disease and negates any poison in your system when you drink this, as well as negating any lasting power. The potion looks, tastes, and smells like liquid honey. Consumable, Rare.
- 6 Potion of Giant Strength ☐: When you drink this potion, your strength increases to that of a giant for one hour. You gain increased effect on melee damage and on Wreck rolls (this stacks if you do damage using Wreck). Your load capacity doubles if you start the score with this effect running, but when it ends any load capacity over your normal is lost as you have to drop excess weight. This potion's transparent liquid has floating in it a sliver of fingernail from a giant. Rare, Volatile you may not realize how strong you’ve become. Consumable.
- 6 Potion of Longevity ☐: When you drink this potion, your physical age is reduced by about a decade, to a minimum of young adulthood. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. Complex, Consumable, Unreliable, Rare, Volatile Each time you subsequently drink a potion of longevity, there is a chance that you instead age a decade and negate all previous potions of Longevity.
Rituals
Rulebook p 222.
The Cartographer's Eyes
Effect: This ritual reveals the unseen features of an unexplored area, mapping out the terrain and potential dangers with eerie accuracy. The sacrificed map redraws itself to show the new area, with the same level of detail.
Weird Aspect: The caster temporarily loses their vision, instead "seeing" the landscape as a mental imprint while their eyes glow faintly.
Cost: You must sacrifice a map of a well-explored area to erase the known in favor of the unknown. The caster takes 3 stress.
Consequences: The ritual leaves the caster feeling disconnected from reality, fearing they are becoming more attuned to the land than to the people around them.
Rift of the Veil
Effect: Opens a planar portal to another dimension (e.g., Shadowfell, Feywild, Netherworld, or a pocket dimension) at a fixed location for a duration of several hours up to several day or even permanent depending on the sacrifice.
Weird Aspect: The portal pulses with an unsettling rhythm, as if breathing, and the air around it smells faintly of brimstone or flowers depending on the plane.
Cost: You must inscribe a perfect circle with powdered silver (1 coin) and blood, and chant for three hours uninterrupted. The caster takes 5 stress and must sacrifice a living creature or a magical object to stabilize the portal.
Consequences: After performing the ritual, the caster becomes haunted by whispers from the plane they contacted, making them question the barrier between realms and possibly influencing their actions.
Harvest of Plenty
Effect: Enhances the fertility of a large swath of land, ensuring bountiful crops and healthy livestock for the next season.
Weird Aspect: Strange glowing roots rise momentarily from the ground before vanishing, and the smell of freshly tilled soil permeates the air.
Cost: The caster must bury a valuable item tied to life and growth (a rare seed, a child’s toy, or a personal keepsake) into the soil. They take 4 stress and temporarily lose the ability to speak until the next full moon.
Consequences: The caster develops a deep connection to the earth and shares the consequences of any destruction caused to the blessed fields until they are harvested.
Blade of the Eternal Flame
Effect: Adds permanent magical potency to a weapon, imbuing it with arcane fire or another chosen element, making it far more dangerous in battle. This adds the Power feature to the weapon.
Weird Aspect: The weapon pulses with a faint glow and emits whispers when drawn, as if the spirits of the elements are trapped within.
Cost: This ritual required long-term-project is a 6-tick clock using Tinker. The weapon must be bathed in the blood of a creature associated with the chosen power (for example a fire elemental for imbuing fire). The caster takes 6 stress.
Consequences: The wielder begins to believe the weapon is sentient, developing a fear that it may act of its own will one day.
The Gravekeeper's Hand
Effect: Animates all the dead in a graveyard, causing them to rise as either mindless undead or bound to the caster’s will.
Weird Aspect: As the dead rise, the ground shifts and groans, and the stench of decay fills the air.
Cost: You must bury a sapient creature alive in the graveyard as an offering. The caster takes 7 stress and develops a growing connection to the undead, feeling their pull even when not near a graveyard.
Consequences: The caster begins to dream of being buried alive, with each nightmare lasting longer and feeling more real. The caster's vice changes to faith.
Sanctification of the Hallowed Ground
Effect: Sanctifies a temple or sacred space, creating a powerful ward that keeps out spirits, curses, and the influence of dark forces.
Weird Aspect: A subtle, golden glow suffuses the temple, and a low hum resonates within the walls when evil entities approach. The area becomes anathema to spirits and monsters not aligned with your faith.
Cost: The caster must offer up a personal sacrifice, such as a beloved possession or part of their own lifeforce. They take 5 stress and a full ritual of worship must be helt there.
Consequences: The caster fears they have bound their soul to the temple and that, upon death, they will be trapped within its walls.
The Seeking Flame
Effect: Summons a flame that seeks out and burns hidden magic in the immediate area, obvious or concealed. This is mostly used to break powerful magic not susceptible to normal detection or dispelling powers or when the magic is so subtle it cannot be detected.
Weird Aspect: The flame flickers in unusual patterns, as if alive, and whispers in forgotten tongues.
Cost: You must light the flame using a rare, flammable material harvested from an ancient source (like a dead god’s heartwood). The caster takes 3 stress and may be burned if the flame detects deception.
Consequences: The caster begins to believe the flame can judge them, fearing its eventual turn on them if they are not "pure."
Eye of the Hunter
Effect: Bestows a keen sight upon the caster or target, allowing them to track creatures or people with supernatural accuracy, seeing their tracks as glowing imprint and the target themselves can be seen through walls and in darkness.
Weird Aspect: The target’s eyes glow faintly, and their vision becomes tunnel-like, focusing only on the prey.
Cost: The caster must pluck out a bird’s eye and swallow it, taking 4 stress. Caster must either uniquely name the target or include some link to them. The target becomes unable to see any creature other than their prey until the hunt is complete.
Consequences: The target develops a fear of losing their sight, haunted by blurred visions of strange, unidentifiable creatures.
Chains of Binding
Effect: Temporarily binds a powerful entity (spirit, demon, or elemental) to a physical location or object, preventing its escape.
Weird Aspect: The air crackles with tension, and the object or location glows with eerie symbols.
Cost: You must trap the entity in a specially prepared vessel (e.g., a cursed goblet or enchanted mirror). The caster takes 6 stress and risks their own essence being bound if the ritual fails.
Consequences: The caster begins to believe that, one day, they will be bound by their own magic or trapped by the entities they subdue.
Veil of the Hidden Path
Effect: Conceals a secret path or safehouse with illusions, making it invisible to those who are not initiated.
Weird Aspect: The path flickers with brief mirages, and anyone who walks it feels an unnatural chill as they move through.
Cost: The caster must burn a rare incense and chant for several hours while walking the path. They take 4 stress and risk losing their way, potentially never finding the true path again if disturbed.
Consequences: The caster becomes paranoid that they are losing their ability to distinguish reality from illusion, fearing they are walking invisible paths unknowingly.
Magic Items
This link is not for players.