Saturday, September 27, 2014

Higher Power Icon Items (Yull, Zhen, Adecrea, and Pragur):



Yull's Curious Chained Cage is a rather unusual item.  When a creature, terror or character is tricked into touching it (not having chosen to walk up to it) they will be captured by far more chains coming out of the darkness within the cage than appear on the outside of the cage, then dragged into it to become stuck in a nightmarish pocket dimension.  There they will have to perform a WIL or Sanity Check alternating every half hour until they weak enough to tame or charm, something else is tricked into touching the curious chained cage, the wielder of the curious chained cage attempts to reach into its darkness, the wielder is attacked and rendered unconscious or worse, or the curious chained cage returns to Yull.  The cage can ensnare any sized creature, terror or character if they are tricked into touching it, but every successful WIL and Sanity Check reduces the amount of time the wielder has the curious chained cage by 1 hour per check succeeded.  Additionally, if no creature, terror or character has been trapped in it by the wielder and the wielder attempts to reach into its darkness they will release one random creature, terror or character that will be tamed or charmed for 1 day before they regain their full WIL and are able to choose to leave the wielder.  If found, Yull's Curious Chained Cage may be used for 2d10 local day total before it vanishes, returning to the higher power to whom it belongs, or Yull comes for it early if it is abusively used.  Any intentional attempt to damage the curious chained chage, trade it, sell it or otherwise use it for anything other than its intended use will have the wielder immediately become trapped in the pocket dimension themselves for 1d10 days before they will be released...

Zhen's Burning Skull is a curious item of great power.  After the wielder touches it, for the entire day  they will have a WIL check once every hour to resist selfishness and succumbing to whatever vice may be the easiest to succumb to if something appropriate is within eyesight, or whatever their worst vice is if nothing is in sight, regardless of any other consequences.  Additionally, no matter how far they travel from their domiciles they will be able to return to any one of their choosing and back to wherever they left from once every four hours.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than touching it will have it immediately vanish and return to Zhen, as well as having a 1d10 chance of being teleported 5d10 km away and being 2d10 meters in the air of whatever location they arrive in.

The Adecrea Prismatic Tesseract is a very useful item to most individuals.  It allows the user to travel to any realm and back without cost once per day, as well as either create or add to the individual's pocket dimension 1 km radius.  If found it will be usable for 3d10 days before vanishing and returning to the Adecrea.  Any intentional attempt to trade it, sell it or otherwise use it for anything other than its intended use will have it immediately vanish and return to The White Void, with a 1d10 chance of having a sanity check and 1d10 chance of an Adecrea creating a partial rift to wherever the individual is with the intent of wiping them out from existence.

The Pragur Bewildering Eye Amulet is a very dangerous but useful item.  Any creature, terror or character but the wielder who gaze at it have a 1d10 chance of a WIL and Sanity Check with a failure in either resulting in a reduction of both while within 1 km of the wielder.  If either is gone entirely, the broken husk will be controlled by the wielder until the amulet vanishes or they are taken out of its radius.  Unfortunately, every hour the Bewildering Eye Amulet is held or worn the wielder also has a 1d10 chance of taking 1 Chaotic Damage if not immune, as well as having a 1d10 chance of gaining a random mutation from local flora, fauna and fungal dna nearby.  If found it may be used for 2d10 days and 3d10 hours total before it vanishes, appearing in a random realm and location within it.  Any intentional attempt to damage it other than use in combat, trade it, sell it or otherwise use it for anything other than intended will have it immediately vanish and go wherever it appears next, as well as having a 1d10 chance of all within 4d10 squares taking 2d10 Chaotic Damage (rolled per individual), all within the same radius having 1d10 random mutations applied to them, and a 3d10 chance of all the former wielder being sucked into Pral to a random location within it.

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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