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.

Sunday, August 31, 2014

Higher Power Icon Items (Qualo, Ryim, Saja, Unknown):




Qualo is known as The Pacifist to most beings, being unassuming and unnoticed by even most of the other higher powered beings half of the time, and the other half of the time being a bother to some who either want her to take some action or attempt to corrupt her.  This leads to frustration on the other higher powered beings part, though most tend to forget about it soon enough.  Her empty glasses seem to draw those that need it most to them, giving a full HP, EP and SP recovery per day that one has it in their possession, as well as being able to have any tainted liquid in it turned into a purified form of itself that has a 1d4 chance of removing a simple disease from the one that drinks it.  Additionally, all favor to Qualo is increased by 3 while one of Qualo's glasses is held.  If found the glass may be used for 1d8 days 3d6 hours total before they vanish, 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 drinking out of will have the glass immediately vanish and return to Qualo.

Ryim's Eternal Coal is a strange but useful item.  When used for fuel it will burn and never cease to continue burning.  Additionally, if one consumes it and withstands the 2d20 Fire Damage they will be given three days full immunity from any Fire or Heat effects.  If found the Eternal Coal may be used for 1d3 days 2d8 hours total before they vanish, 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 burning it or eating it with it, holding it or setting it down will have it immediately vanish and return to Ryim, as well as having a 1d4 chance of dealing 3d20 Fire Damage to the one who had it.

Saja's Dancer's Veil is a very useful item to most individuals.  It allows the wearer to walk 3d20m on air per hour, to have +3 FIN and +2 REA per day, to have a temporary 4 level increase in their Dancing Knowledge and Dance Skill, as well as being able to control the movement of 4d4 square meters of cloth per day.  If found it may be held for 3d2 days and 1d12 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 will have it immediately vanish and return to Saja, with a 1d4 chance of receiving 5 Suffocation Damage, 1d4 chance of receiving 5 HP Damage from strangulation by their attire, and 2d4 chance of being bound expertly in place for 1d6 turns unless freed by another.

The Shrouded One's Shroud is a dangerous but powerful item.  Any who touch it have a 1d4 chance of being infected with a random slow but fatal infection, as well as 1d2 chance of becoming possessed by a specter, with a 2d4 chance of losing 1 SP and gaining Haunted.  If any character is Haunted by touching it, they have a 1d2 chance of being violent to either themselves or to their allies depending on their resistance check.  Additionally, if one holds the shroud or wears it, they will be able to walk through most materials with the Ghosted effect.  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 touching or wearing it will have it immediately vanish and return to The Shrouded One, as well as having a 1d4 chance of becoming Haunted.

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.

Monday, August 25, 2014

Higher Power Icon Items (Najon, Nysisa, Oroyas, and Prenn):



Najon's Ancient Puzzles are strange, wonderful and frightful things.  If one finds the pieces, there will always be more than enough pieces to form a complete solution, and each valid solution if there are more than one will grant a different blessing.  Each solution formed locks the puzzle permanently, remaining where it is for 1d4 hours before vanishing, regardless of whatever effects it may use on the individual that solved it.  Blessings include: 1) A random item of a magic or technology level higher than is common to the area.  2) A random knowledge subject being increased by 1d4 full levels, or even mastery depending on how extensive the subject is.  3) All locks, traps and concealment means within 50m unlock, dispel, disappear or otherwise are revealed for 1d6 hours.  4) A random piece of technology, magical device or creature of choice may be merged with the individual, providing appropriate benefits.  5) A random blessing normally provided to devout followers of Najon.  6) A random blessing normally provided to devout followers of Najon.  Those who either force pieces to fit that would otherwise not, or those who form an incorrect solution based off of the image on the puzzle will find themselves paralyzed for 2d4 turns, as well as having their body being merged with any material within 20m that was not previously on their person if any portion of their skin was exposed.  As a result, some may end up with Stone Skin or other effects without a set expiration of the merger even once they are mobile again, needing some other cure to return themselves to normal.  If found the pieces may be used for 1d2 days and 1d4 hours total before they vanish, returning to the higher power to whom it belongs.  Any intentional attempt to damage the puzzle pieces, trade them, sell them or otherwise use them for anything other than solving the puzzle will have the pieces immediately vanish and return to Najon, with the former wielder having a 1d4 chance of being paralyzed for 3d6 turns.

Nysisa's Bleeding Sword is a potent item most would do well to stay away from.  If one finds it holds it they have a 1d2 chance become beserk each day for 1d20 turns until the sword is gone, and a 1d6 chance of the following each day it is kept: 1) Regaining 1 HP for every 2 HP removed from another creature, terror or character dealt from the sword.   2) Continuing to have a 1d4 chance to enter a beserk state even after the sword it gone.  3) The wielder having to roll a 1d4 to determine if they lose 1 SP and are afflicted with Paranoia.  4) The blood on the sword causing any who touch said blood or are cut by the sword to have a 1d4 chance of blood coming out of all of their orifices at a rate of 2 HP per hour.  5 & 6)  The wielder losing 1d4 HP for that day as 1d20 deep, scarring wounds appearing on their body.  If found it may be kept for 1d6 days and 1d2 hours total before it vanishes, returning to the higher power to whom it belongs.  Once picked up, it cannot be left behind by the wielder without a 1d4 chance of vomiting and losing 3 HP per turn that they are not within 5m of the sword.  Should the sword be stolen, the former wielder will suffer 4d12 HP damage per hour if it is not recovered within 3 hours, until either the wielder dies or the sword vanishes due to the amount of time since it was first picked up.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than fighting with it, holding it or setting it down will have it immediately vanish and return to Nysisa, as well as having a 1d4 chance of dealing 3d20 HP damage and 4d4 deep, scarring wounds.

Oroyas's Sculpted Ice Statuettes are strange but useful items.  Each one in the shape of any animal may be put into a lake, sea or ocean and pushed away from the wielder, causing a fog to rise up and obscure it and everything else on the body of water for 3d6 turns at the end of which an abandoned boat will crash onto the shore filled with the creature it was shaped as.  The creatures have a 1d4 chance of being 1) rotting corpses and skeletons, 2) frozen solid, 3) alive and confused, 4) already prepared into the most valuable materials that could be made from their remains.   The smaller the creature, the higher the number of said creature may be found within the boat.  Each Ice Statuette in the shape of a known landmark may be pushed into the water and then swam or sailed into the resulting fog will then arrive in the nearest waterway to that landmark with a 1d4 chance of arriving too close to the nearest shore to avoid landing or shipwreck depending on how unforgiving the shoreline is.  If one holds an Ice Statuette in their hand and attempts to use any ice, water or purification ability or item, they will have the chance of success increase by 4, as well as having a 30% increase in whatever attempted usage they have succeeded in doing.  If found it may be held for 2d4 days and 1d2 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 shielding will have it immediately vanish and return to Oroya, with a 1d4 chance of receiving 5 Water Damage, 1d4 chance of receiving 5 Ice damage, and 2d4 chance of being dehydrated.

Prenn's Fungus-Covered Cheesewheels are strange items best avoided by most.  Any who touch it have a 1d4 chance of being infected with a random fungal infection, as well as 1d2 chance of becoming jealous about one of their items they have on their person at the time, with a 1d2 chance of losing 1 SP and gaining Paranoia.  If any others try to take that item, they have a 1d4 chance of resisting the effect, but will otherwise attempt to attack the creature, terror or character trying to take, damage or otherwise affect the item they are jealous about.  Additionally, if one eats one of the fungus pieces, they will have a 1d4 chance of a hallucination as well as decreasing or increasing by two size categories depending on if it is more light (decreasing) or dark (increasing).  Eating a piece of cheese that does not appear to have obvious fungus on it will grant +3 HP at a cost of -2 EP, as well returning the individual to their natural size.  If one keeps the Fungus-Covered Cheesewheel within 50m of any cheese or fungus production facility or farm, they will have a 20% increase in productivity per hour, but a 1d20 chance of it becoming tainted with a random fungus.  If found it may be used for 1d4 days and 1d6 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 eating will have it immediately vanish and return to Prenn.  Individuals who find it will, however, be able to share it with others for eating if the other creatures, terrors or characters remain within 20m of the one who found it for 1d2 hours.  If they leave this radius, those who have eaten any of it will suffer 1d4 HP damage per turn until they are within range again, dead, or all others who ate with them are dead.

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.

Wednesday, August 20, 2014

Higher Power Icon Items (Kaesot, Lukarr, Maemyer, and Munnatir):



Kaesot's Electric Gears are very curious things.  While it is true that trying to touch them without some measure of electrical resistance or insulation is ill advised due to the lethal electric shock output, the gears when spun by another gear will produce even more electric current to nearby electrically conductive materials that are not shielded.  One single gear has enough electricity contained to provide power for 5000 Electricity Points in total, lessening according to its use.  The faster the Electric Gear spins, the more power it outputs in a single turn.  Twenty rotations in a turn outputs 50 Electricity Points.  If found it may be used for 1d4 days and 1d2 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 machinery will have it immediately vanish and return to Kaesot, with the former wielder having a 3d12 chance of being struck by lightning, a 2d12 chance of being turned into a metal statue, a 2d12 chance being paralyzed for 2d4 turns, and 5d12 chance of having no ill effect immediately.

Lukarr's Slime Tea is a rare find, sought by his followers but mostly feared by others.  If one finds it and drinks a single sip (8 in total per Slime Tea), they have a 1d6 chance of the following: 1) The drinker becomes poisoned with Lukarr's Poison immediately, needing to be cured within 2d4 turns or they will die, unless they have poison resistance.  The cure is ingesting 3 Tearful Violet.   2) The drinker gains poison resistance for 1d20 days.  3) The drinker fins their hunger completely refreshed, but their thirst doubles for the next six days.  If they do consume more than their normal thirst count, however, they will take 1 Water Damage per count higher than their normal levels.  4) The drinker takes a random mutation from genetic samples in a 5m radius, with the GM rolling die to determine which sample available is used, and another die to determine which of the slot areas gets affected.  These mutations have a 2d4 chance of being cosmetic only, 1d4 chance of being beneficial, and 1d4 chance of being hindering.  5 & 6)  The drinker has no effect other than their thirst being refreshed.  If found it may be kept for 1d4 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs, and using it completely will have the original vessel for it vanish immediately.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than drinking it, holding it or setting it down will have it immediately vanish and return to Lukarr, as well as putting them into a Dazed state.  It may, however, be lent to someone else to drink from if they remain in the same room as the current owner, or used to trick someone or force them into drinking it.

Maemyer's Eternal Shield is a very potent item in the right hands.   While holding it, the wielder does not suffer any aging or other temporal effects, nullifying any temporal attacks against them, doubling any temporal buffs placed on them, as well as providing +20 EP if used to block an attack, and dealing +5 EP Damage and +5 Temporal Damage to any tool, weapon or body part used to attack the shield.  Additionally, the wielder of the shield if not moving for more than four hours will have 2cm of dust cover everything within 20m of them per hour they are not moving.  The Eternal Shield wielder can be disarmed, but the shield will never break.  If not recovered within 5 turns, however, the Eternal Shield will vanish.   If found it may be held for 3d4 days and 2d2 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 shielding will have it immediately vanish and return to Maemyer.

Munnatir's Blank Scroll is a strange item.  When held and examine it will be blank, unless someone within 40m is speaking.  If they do, anything they say will be recorded as well as translated into the wielder's language if spoken in another language.  Holding it up toward any text in another language will additionally make the text be readable to the wielder.  It should be noted, however, that the scroll will still appear blank to anyone not holding it, and if rolled up or changing hands it will erase anything recorded upon it.  Additionally, it will not retain any writing applied onto it, no matter what material is used to try writing upon it.  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 reading will have it immediately vanish and return to Munnatir.

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.

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.