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0 ☐ Dust of Deliciousness: This reddish brown dust resembles ground brick. When you throw the dust into the air, any open food within 10 feet of you ar detoxified and greatly improve in flavor, allowing the consumption of most any organic matter.
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 survival.
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 feces or rotting materials. Unreliable.
0 ☐ Smoke Bomb: Makes a flash and a cloud of smoke or glitter, an excellent distraction that also creates a 2 meter radius cloud of dense smoke. Quickly disperses in any wind. Conspicuous.
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. 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.
1 ☐ 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.
1 ☐ Eyeblind: A powdered poison that causes momentary blindness.
1 ☐ Hunter's Body Paint: Smells nice and friendly to animals, makes them treat you like one of them.
1 ☐ 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, Unreliable
1 ☐ Second Sight Potion: Gives the user the ability to see spirits and the invisible. Lasts several hours. Unreliable.
1 ☐ Skullfire: Toxic fumes from overly heated aberrant blood. Causes incapacitating migraines. Rare Aberrant flesh.
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. Unreliable.
10 ☐ Belt of Giant Strength: Your strength increases to that of a giant. You gain increased effect on melee damage and on Wreck rolls (this stacks if you do damage using Wreck). Your load capacity doubles. Rare.
10 ☐ Daern's Instant Fortress: You can place this 1-inch adamantine cube carved like a fortress on the ground and speak its command word. If there is room for it, the cube rapidly grows into a fortress that remains until you speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command. It is immune to powers that would force it open. It can be opened using mundane Wreck or Tinker, but it is exceedingly strong.
The tower is made of adamantine, and its magic prevents it from being tipped over. It can be damaged by mundane attacks and Wreck rolls, but is tier 9. Artifact.
10 ☐ Well of Many Worlds: This fine black cloth, such as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. A study roll can direct the portal to a certain plane or place on a plane, but it is always uncertain. You can close an open portal by taking hold of the edges of the cloth and folding it up from either side. Once well of many worlds has opened a portal, it can't do so again for 1d hours. Artifact, Unreliable, Volatile.
2 ☐ Acid: Destroys clockwork, stops regeneration, burns bare flesh. Potent against regeneration. Can be thrown as a grenade.
2 ☐ 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.
2 ☐ Dream Essence: A distillation of a vivid, lucid dream, perfectly recreated for the user. An expensive drug.
2 ☐ Drift Oil: Creates neutral buoyancy in water when poured on an object, causing it to float in water for an hour.
2 ☐ Drown Powder:: A fine poison dust that incapacitates by giving the sensation of drowning.
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 ☐ 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. Unreliable.
2 ☐ Potent Oil: Renders a weapon coated in this oil potent against the supernatural for an hour.
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. Unreliable, Rare.
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.
2 ☐ Universal Solvent: This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches including binding oil.
3 ■ 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. Consumeable.
3 ☐ Binding Oil: Permanently fuses two surfaces until dissolved by alcahest or universal solvent. It is often easier to break the items themselves.
3 ☐ Conotoxin: Salvaged from cone snails, this potent venom causes immediate paralysis and possibly heat failure in a few minutes. Unreliable, Rare.
3 ☐ Dread Helm: This fearsome steel helm makes your eyes glow red while you wear it.
3 ☐ Emerald Pen: This pen is tipped with an emerald nib and requires no ink to write. It can draw green lined 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 of other colors.
3 ☐ Fire Oil:: Erupts in searing pillar of flame upon contact with air. Usually thrown as a grenade or set as a trap.
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.
3 ☐ 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.
3 ☐ 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.
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.
3 ☐ Shadow Essence: A distillation of the plane of shadow. Creates a cloud of unnatural pitch darkness when exposed to air or water.
3 ☐ Silence Potion: A vial of golden liquid that negates all sound within 10 paces of the drinker for a span of several moments.
3 ☐ Swashbuckler's Cane: This stylish walking cane can transform into fencing sword and then ceases to be magical. Consumable.
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."
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 living creatures with regeneration. Rare.
4 ■ Driftglobe: This small sphere of thick glass. You can speak command words to make it glow like a lantern, hover, and follow you.
4 ☐ Alcahest: A fluid that stops the effects of any other alchemical item.
4 ☐ Balance of Power: Use the scales to evaluate items with powers. The scales will tip towards the side with the higher tier power.
4 ☐ 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.
4 ☐ Bracer of Flying Daggers: This armband has thin daggers strapped to it. You can pull daggers from the bracer and immediately hurl them, making a ranged attack. A dagger vanishes if you don't hurl it right away, and right after they hit or miss. The bracer never runs out of daggers.
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 ☐ Cleansing 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.
4 ☐ Drift Fumes: Creates neutral buoyancy when poured on an object, causing it to float in the air for an hour.
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 10 feet of you become invisible for a minute or more. Energetic movement tends to end the effect sooner. Unreliable.
4 ☐ 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.
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 120 feet. 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 ☐ 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.
4 ☐ Heartcalm: Slows the heartbeat over several days, resulting in death. If used with exactness, it can feign death by slowing the heartbeat to be imperceptible. Unreliable.
4 ☐ 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.
4 ☐ Luck Charm: A luck charm can take many forms; a rabbit foot, a four-leaf clover, an amber stone, or a holy symbol. While it is on your person, you can use it to negate the stress from a resistance roll. The charm is then reduced to dust and useless. Consumable.
4 ☐ Pipe of Remembrance: When you smoke this pipe, you can shape the smoke to play out various scenes that soon dissipate.
4 ☐ Pixie Dust: This powder resembles ground glass. When you throw the dust into the air, you and each creature and object within 10 feet of you can hover at their normal speed for a few minutes. Unreliable.
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 ☐ 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.
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. Conspicious.
4 ☐ Potion of Luck: When you drink this potion, you push one action that you make 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.
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. Rare.
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.
4 ☐ Rope of Climbing: This 15 meter silk rope can hold up to 1,500 gk. If you hold one end of the rope and speak the command word, the rope animates. You can command the other end to move toward a destination you choose at a walking pace until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
4 ☐ Standstill: A powder that causes temporary paralysis.
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. 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.
5 ■ Crystal Spell Vault: An etched crystal sphere the size of a grape. While you are touching the crystal, you can use it as a wizard's spellbook. Elves in particular are fond of storing spells this way.
5 ☐ Allseeeing Stone: This crystal is the size and shape of a coin and can be used as a lens, allowing you to see spirits and other invisible things and effects.
5 ☐ Bobbing Lily Pad: This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water's surface (but not underwater), as well as through the air. It can walk, fly, and swim as fast as a horse, and it can hover. It moves according to your spoken directions while you are riding it. The lily pad can transport up to 300 kilos without hindrance. Once it leaves the water, it withers at the next sunrise. Consumable.
5 ☐ Horn of Alarm: When you blow the horn, only your crew and others you are emotionally close to can hear. Sometimes it can be heard over extreme distances, especially when you are in mortal danger. Unreliable.
5 ☐ 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.
5 ☐ Potion of Invulnerability: For a few minutes after drinking this potion, any harm you take that is not from a potent source is reduced by two levels. The potion's syrupy liquid looks like liquified iron. Unreliable.
5 ☐ 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.
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 ☐ 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.
6 ☐ Boots of Elvenkind: You move silently, gaining +1d on Prowl for Stealth.
6 ☐ Cloak of Elvenkind: This pattern on this cloak meshes into your surrounding, giving you additional effect on Prowl rolls to sneak and hide. Conspicuous people don't like feeling observed and not seeing anything.
6 ☐ Crystal Ball: You gain +2d when using the Advanced and Master Survey powers.
6 ☐ Devilroot: Sap of the devilroot plant. Can be instantly lethal when consumed. Unreliable.
6 ☐ Gauntlets of Ogre Power: You gain increased effect on Wreck rolls while wearing these rawhide gauntlets.
6 ☐ 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 rolls, 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. The potential consequence is that the creature feels a tingle along their spine, and that you cannot read the aura of this object again.
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.
6 ☐ Mirror of the Past: The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.
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. 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.
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, 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.
6 ☐ Prosthetic : This item looks like a ceramic 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.
6 ☐ Robe of Eyes: This robe is adorned with a pattern of eyes. While you wear the robe, you can see in all directions at once. This avoids outflanking and gives +1d on Insight resistance rolls.
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 it is about to be cut, the rope instead recoils and coils itself on the ground. Rare.
6 ☐ Shackles of Dimensions: 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.
7 ☐ Bag of Holding, Light: This bag has an interior space considerably larger than its outside dimensions, it holds 4 load.
7 ☐ Boots of the Winterlands: These furred boots are snug and feel quite warm. While wearing them you ignore cold climate, improve your position against cold attacks and powers, and are not hindered by snowy and icy grund.
7 ☐ Cape of the Mountebank: This cape smells faintly of brimstone. While wearing it, you can whisper a command word to teleport to a nearby location you see or know of at a cost of one point of stress. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination.
7 ☐ Cauldron of Plenty: This cauldron is made of thick copper that has turned green with age. It is 1 meter wide, weighs 25 kilos, and can hold up to 120 liters of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to one person per liter. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
7 ☐ Cloak of Arachnida: This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you improve your position against poisons and can climb like a spider.
7 ☐ Crystalline Chronicle: An etched crystal sphere the size of a grapefruit hovers and hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information within the crystal at the speed of thought. This is particularly useful for a wizard's spellbook. A crystal is likely to contain a good deal of information when found, but information not deposited by you is hard and slow to digest, but still grants increased effect on Study rolls related to the crystal's owners and their interests, including you
7 ☐ 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 checks that rely on sight while searching an area or studying an object within that range.
7 ☐ 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.
7 ☐ Necklace of Adaptation: While wearing this necklace, you can breathe normally in any environment and your position is controlled against any danger from gasses and vacuum.
7 ☐ Robe of Summer: This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe you suffer no ill effects from the weather's temperature extremes.
7 ☐ 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 materialized.
8 ☐ 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.
8 ☐ Claws of the Umber Hulk: These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain increased effect and potency on Wreck rolls and can burrow through earth at walking speed and rock at a crawling pace.
8 ☐ Cloak of the Bat: This dark cloak appears to be felt from a distance, but is actually of short-haired bat pelts. You can grip the edges of the cloak with both hands and use it to fly at running speed. If you ever fail to grip the cloak's edges while flying in this way you lose this flying speed. You can transform yourself into a bat at a cost of 1 stress, this can work as a set-up action for a number of other actions but may penalize other things. All the cloak's powers fail in bright light.
8 ☐ Deck of Champions: This deck of playing cards summons various creatures to aid you. You must draw a card randomly and toss it to the ground, each card can only be used once. The summons function like cohorts. For pip cards, a number of cohorts equal to the value of the card appears. For a jack, a prowess expert appears. For a queen, a Resolve expert appears. For a king, an Insight expert appears. The creature lasts 11 minutes minus the number of creatures summoned. The creatures behave according to the suit of the card: Clubs defend the spot they were summoned. Diamonds follow your orders. Hearts move along with you and defend you. Spades look for enemies and confront them.
8 ☐ Helm of Underwater Action: While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed equal to your land speed. If you are aquatic, you gain the same benefits on land.
8 ☐ Peregrine Mask: While wearing this winged helm and speak a command word at a cost of 1 stress, the wings move from the helm to your back and you can fly like a falcon for a few minutes. You are fast, fantastic at diving, but cannot hover or maneuver well at slow speeds.
8 ☐ Portable Hole: This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet with a 1 meter radius. You can unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 3 meters deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a Wreck roll. On a success, the creature forces its way out and appears next to the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 hours, less if the hole is full of objects, after which time it begins to suffer from the bad air. Artifact, Unreliable, Volatile Sometimes an ethereal traveler, usually a spirit, is caught in the portable hole.
8 ☐ Robe of the Magi: This elegant garment is made from exquisite cloth and adorned with silvery runes. It first appears grey, but when worn it appears to have a color depending on you ethics; white for good, red or grey for neutral, black for evil. While wearing it the stress cost of using and resisting powers is reduced by one.
8 ☐-☐ Bag of Holding, Normal: This bag has an interior space considerably larger than its outside dimensions, it holds 8 load.
9 ☐ Battle Standard of Infernal Power: This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 100 meters of you become potent to overcoming resistances.
9 ☐ Cloud Chariot: Up to four draft animals can pull this chariot, and up to one creature per puller can ride in it. With a command word that costs 1 stress to use, the chariot takes off and flies as long as it keeps moving. If stopping in the air, the chariot accelerates and descends. The flight does not shock the draft beasts, who continue to behave as before.
9 ☐ Horn of Valhalla: This drinking forn is decorated in silver, showing a procession of warriors. You can blow this horn at a cost of 1 stress to summon Prowess cohorts enough to give you scale. They fight fiercely for you as long as they perceive you as a honorable warcheif. The warriors gradually disappear over the next hour or when you dismiss them, but you can blow the horn again to replace any losses. Later warriors will know of the events seen by previous warriors.
9 ☐ Luckstone: While this raw agate is on your person, you can use it to negate the stress from a resistance roll. You cannot use the stone again on this score.
9 ☐-☐-☐ Bag of Holding, Heavy: This bag has an interior space considerably larger than its outside dimensions, it holds 12 load.