Wednesday, August 13, 2014

Higher Power Iconic Items (Hexen, Inthdu, Jandur, and Jannae):


Hexen's Rainbow Shell is both a blessing and a curse.  Those who hold it will immediately gain +5 Beauty, as well as +5 EP for the time they are keeping it on their person renewed on a daily basis.  Additionally, it will have a 1d4 Charm (rolled once for all around) in addition to the character's Beauty put onto all individuals within a 40m radius.  Each individual that does not have enough resistance to will have a 1d4 chance of becoming violent to others around them in order to prove themselves to the wielder, a 1d4 chance of trying to impress the wielder with non-violent means, a 1d4 chance of becoming violent toward the wielder, and a 1d4 chance of simply bemoaning anything the wielder has that they do not, trying to entice them through any available means to giving that item or aspect to them.  If found it may be used for 1d6 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than keeping it on their person will have it immediately vanish and return to Hexen, with the former wielder will be transported 1d5 km away in a random direction to the nearest body of water 5m deep or deeper, appearing 5m + 1d20m under the surface of the water.

Inthdu's Porcelain Skull is very fragile but if damaged it will self-repair though intentional damage by the wielder will have negative consequences.  When held in the wielder's hand it will allow them to use one of three powers at random per hour: 1) The wielder will be able to put all creatures, terrors and characters not immune into a Dazed state in a radius of 2d20m.  2) The wielder will be able to deal all creatures, terrors and characters 2d12 Gravity damage in radius of 2d4m as well as pinning them to the ground for 1d4 turns if they are not capable of lifting three times the Gravity Damage in Weight still with their current burden.  3) The wielder will gain 1d4 kg of fat, but be able to make one creature, terror or character of choice take on 3d6 kg of fat.  If found it may be used for 1d4 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than holding it will have it immediately vanish and return to Inthdu, putting +1d20 kg of fat onto the character, fall for 1d4 damage and be unable to move off the ground for 1d6 turns, as well as putting them into a Dazed state.

Jandur's Dagger is a very potent item in the right hands.  When used it has four abilities available for use once per hour:  1) Cutting another creature, terror or character will push 4d6 Charm in addition to the wielder's other Charm score onto them, giving the potential to command them for 1d4 hours.  Any attempt to make them do a self-damaging act will have a -2 WIL penalty to their own score, but still have the potential to break free.  Using this power for any illegal act in the region the wielder is in, or for any act considered displeasing to the wielder's primary higher powered being or Jandur will have the dagger immediately taken away and those under its thrall freed, as well as a 1d4 chance of Jandur performing a random punishment on the former wielder.  2) Cutting through the air will open a two-way portal to a random location 1d20 km away that is visible through the portal.  This portal will remain open for 1d4 hours unless the wielder or another force closes it early.  3) Cutting into any solid object will allow the wielder to open a two-way portal to a random other realm, but be unable to see where they are ending up within that realm until they enter the portal.  It will remain open for 1d2 hours unless the wielder or another force closes it early.  4) Cutting into a liquid will allow the wielder to open a one-way portal to a choice of their domiciles that will remain open for 1d2 hours unless the wielder or another force closes it early.  If found it may be held for 1d2 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than cutting will have it immediately vanish and return to Jandur.

Jannae's Inkwell Candlestick is a curious but useful item.  When held and lit, its light will provide a radius of 4d6m complete illumination as well as causing any Infernal or Shadow creature, terror or character 1d4 Light Damage per turn if the wielder does not associate them as being friendly already, as well as dispelling any minor illusion.  Additionally, if one writes with the ink in the bottom they will find it never runs out, does not burn, applies to any surface and dries instantly.  However, any item to touch the flame of Jannae's Inkwell Candlestick will lose all special abilities it may possess, and if it is already mundane it will vanish forever.  If found it may be used for 1d2 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than the intended uses, holding it or setting it down will have it immediately vanish and return to Jannae.

All of these items are considered priceless, though any attempt to sell them to one not worthy (or even at all in the case of some) will have it vanish immediately, so they do not meet standard item listing value.

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