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.

Friday, September 19, 2014

Higher Power Icon Items (Ves, The Weeping Woman, Wenba, Xyib):



Ves, The Final Companion, rules over the domain of Death far beyond The Shrouded One's power, apparently having been part of the universe since its beginning as even the High Ordered Beings and High Chaotic Beings have been seen agitated at the sight of the higher powered being with comments made throughout historical record that implies even they have recollection of Ves before their imprisonment.  Some say Ves has remained the same individual being throughout time, while others claim that it is an amalgamation of all those that have taken on the mantle of the entity itself, sending the previous incarnation on to its own reward.  Ves's Scythe is rarely seen, but some claim that once a year on each planet Death walks as a mortal, leaving its power in its scythe for anyone worthy to attempt to prove their worth as a prospective champion for Ves.  Ves's scythe allows the wielder to become immortal through all means for the day it is held, as well as being able to cut through any material as well as specters and extra-dimensional creatures, though it will only send them back to where they belong, not kill them.  Additionally, while holding it any bone or death abilities gain 200% effectiveness and 20% added success chance.  If found the Ves's Scythe may be used for 1 local day total before it vanishes, returning to the higher power to whom it belongs, or Ves comes for it early if it is abusively used.  Any intentional attempt to damage the scythe, trade it, sell it or otherwise use it for anything other than its intended use will have the wielder immediately age 3d10 years and have a 1d10 chance of death by random local or natural cause.

The Weeping Woman's Necklace is a curious item of great power.  When worn the user will lose 1d10 HP immediately as well as have 2d10 gold pieces worth of coin or items (if coin is less than the amount) vanish from their funds, have all battle checks reduced by 2 chance of success, and have all training, sparring and other studying checks increased by 3 chance of success with a + 1d10 bonus to any XP type learned per time.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than wearing it with it, holding it or setting it down will have it immediately vanish and return to The Weeping Woman, as well as having a 1d10 chance of all checks fail for 4d10 hours.

Wenba's Cracked Crystal Ball is a very useful item to most individuals.  It allows the user to scry on a designated individual if their truename is known with + 5 to their scry attempt and have a 1d10 chance of allowing the wielder to randomly teleport that individual and all others within a 3 square radius up to 2km radius away from their current location in a random pattern spread.  Additionally, it allows anyone within 2 squares of it to know if anyone has attempted to scry on them in the last 3 days and block all scrying attempts during the time it is kept within 5 squares of the wielder.  Finally, if one uses it as a foci for any infernal, digital or chaotic ability they will gain +4 to its effectiveness if it succeeds.  If found it will be usable for 5d10 hours before vanishing and returning to Wenba.  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 Wenba, with a 1d10 chance of having a sanity check.

Xyib's Battle-Axe is a very dangerous but useful item.  Any who hold it gain flight while it is held, a + 3d10 bonus to their physical damage if using the battle-axe as a weapon and succeeding on an attack, and the wielder and all allies, companions or party members gain + 3 bonus to any chaotic abilities they utilize while within 5 squares of the battle-axe.  Unfortunately, every hour the battle-axe is held the wielder also has a 1d10 chance of taking 1 Chaotic Damage if not immune, as well as having a 4d100 chance of gaining a random mutation.  If found it may be used for 3d10 days and 1d10 hours total before it vanishes, returning to the higher power to whom it belongs.  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 return to Xyib, as well as having a 1d10 chance of all within 3d10 squares taking 1d10 Chaotic Damage (rolled per individual) and 3d100 chance of all materials with less than 4 EP in that area crumbling to 1 EP.

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.

Tuesday, September 9, 2014

Higher Power Icon Items (Tarne, Turosh, Unate, Urgendur):



Tarne, The Wretched, ruler over the domains of Disease, Fear and Organs, is not a higher powered being that most seek for more than protection from his wrath.  A Tainted Heart is one such item of protection and power.  Each is capable of protecting the carrier from all diseases, fear-inducing effects and heals any internal injuries that would not kill the carrier within an hour for the duration that it is carried.  Additionally, if one were to insert it into ritual trap, it would be capable of inverting its abilities for 2 days before vanishing to return to Tarne.  In doing so, any who enter the radius it affects (starting fifteen minutes after activation of the ritual) will find themselves infected with a random disease they have to check resistance or immunity to, roll against a fear-based loss of 1 SP, and gain a 1d4 HP per hour internal injury.  If found the Tainted Heart may be used for 1d6 days 2d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage the glass, trade one, sell one or otherwise use one for anything other than protection or part of a ritual trap will have the Tainted Heart immediately vanish and return to Tarne, as well as infecting the individual and all in a radius of 1d20 blocks with a random disease.

Turosh's Primal Mask is a curious item of great power.  When worn it will gain -2d4 INT, +1d4 REA, +1d4 FIN, +1d4 WIS, +1d4 WIL, +1d4 STR, and +2 to all Sensory Checks, becoming much more savage, but instinctual.  Additionally, they gain +2 Tame Creatures, and +2 Intimidate to both Creatures and Characters.  Finally, when standing in shadows, the wearer will completely vanish to all senses until they step out of it, making it very useful for stealth purposes.  If found the Primal Mask may not be removed for six hours when worn, and may be carried or used for 2d3 days 3d4 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 wearing it with it, holding it or setting it down will have it immediately vanish and return to Turosh, as well as having a 1d4 chance of dealing 2d10 Shadow Damage to the one who had it, and 1d4 chance of having all Sensory Checks decreased by 2d4 for 1 day..

Unate's Shimmering Cube is a very useful item to most individuals.  It weighs 30 kg, is 2cm^2 in size, and has 5 EP and 5 Sharpness on the edges.  When one holds it, they may change its shape to anything within that amount of mysterious metal is able to stretch into, be it a sword, shield, or other item.  Most rogues tend to try to use it for unlocking difficult locks quickly, for example.  One may change its durability and sharpness to slide between the two, so long as each has at least 1 point.  This means an item it forms can have 9 EP and 1 Sharpness, or vice versa, or anywhere in-between.  If found it may be held for 3d2 days and 1d10 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to trade it, sell it or otherwise use it for anything other than shaping it into an item to use will have it immediately vanish and return to Unate, with a 1d4 chance of having a sanity check.

Urgendur's Featherlight Apple is a very useful item.  Any who take a bite from it will have a 1d4 chance of gaining flight for 1 day, 1d4 chance of gaining Speak to Plants for 1 day, 1d4 chance of gaining Howling Wind (which deals 5 Wind Damage in moving Wall until it hits something solid) for 1 day, as well as 1d4 chance of gaining a random plant creature non-offensive trait or ability for 1 day, such as Photosynthesis, etc.  Once the apple is eaten, one may either consume a seed for a 1d4 chance of permanently gaining a random plant creature trait or ability, or planted to not only gain Urgendur's favor, but have a 3d20m tall normal apple tree form within 15 minutes or 1 turn.  If found it may be used for 3d4 days and 1d2 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it other than eating it, trade it, sell it or otherwise use it for anything other than eating it will have it immediately vanish and return to Urgendur, as well as having a 1d4 chance of a Howling Wind appearing for 2d4 days that follows the character until the time passes or they are dead.  Going indoors will cease its Wind Damage effects if the building can withstand it, but the noise and wind itself will still continue outside.

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.