HEROES    ITEMS

Mundane Items

Armor    Magical Items and Artifacts

These nonmagical items have a variety of uses. Some can be used or acquired by anyone, while others require specialized lore. 

Cloakcraft

Cloakcraft are items used for skullduggery and the like, requiring a great deal of specialized knowledge to deploy. You can buy them with credit, but they're useless unless you know The Cloak lore. 

         1𐤑   1𐤇   Smoke Bomb

Requires The Cloak to craft or useThrow this bomb at the start of your turn, which explodes into a cloud of smoke that envelops your span. You can then take a free action. Everyone enveloped by the smoke cloud who relies on eyesight—friend and foe—is unaware of all other characters, unless they're in a grapple with them. Characters in the cloud are also hidden from characters outside the cloud who rely on eyesight. These effects last until your next turn, at which point the smoke clears. 

         1𐤑   1𐤇   Poison

Requires The Cloak to craft or use, plus an edged weapon to coatAs an action, you coat the blade of a dagger, sword, or spear with this smelly substance, which retains potency for about an hour. The first time you inflict lethal damage with the coated weapon, the hit inflicts an additional -1 life, -2 guard, -2 awareness, and -2 stamina. Any excess stamina damage converts to additional lethal damage. The poison has no effect on Shinarians, wraiths, and other beings who aren't made of flesh and blood.

         1𐤑   1𐤇   Disguise

Requires The Cloak to craft or useYou can put on this disguise as a rest activity, and change the type of disguise during Downtime. The disguise effectively conceals your identity from a distance. Up close, it enables you to make a Deceive roll to avoid the notice of characters who would recognize you on sight. The disguise can also, potentially, enable you to pass as someone of a different origin—though in the case of disguised Shinarians and Mazrians, some explanation (and a penalty to your Deceive roll) may be in order, at the Guide's discretion.  

Healingcraft

Healingcraft are medical supplies. Anyone can use these items, though they require Medicine to craft. 

         1𐤑   1𐤇   Healing Salve

Requires Medicine to craftThis thick substance heals wounds almost instantly. As an action, any hero can apply this salve to themself or to another character. Upon application, the character either regains 1 life or removes 1 injury (their choice). The salve has no effect on Shinarians, wraiths, and other beings who aren't made of flesh and blood.

         1𐤑   1𐤇   Vigor Potion

Requires Medicine to craftYou can drink this bitter liquid potion as an action. You must drink it yourself.Upon drinking, you regain +1 stamina, up to your maximum. The potion has no effect on Shinarians, wraiths, and other beings who aren't made of flesh and blood.

           1𐤇   Reflex Tonic

Requires Medicine to craftYou can drink this spicy liquid  as an action. You must drink it yourself. Upon drinking, you gain +2 overflow guard, but you suffer -1 maximum Awareness. If your maximum Awareness is already zero when you drink the tonic, it has no effect.The tonic also has no effect on Shinarians, wraiths, and other beings who aren't made of flesh and blood.Unlike other medical items, this tonic isn't available on the market, though its recipe is known to medical experts. 

Musical Instruments

These items enhance the Tell the Tale ability from the Song lore. 

         1𐤑   1𐤇   Ocarina

Requires Song to craft or useThis small clay flute grants maneuver advantage when you Tell the Tale. 

         2𐤑   2𐤇   Lyre

Stow Back  Requires Song to craft or useThis stringed instrument grants maneuver advantage when you Tell the Tale and, on a success, increases the overflow spirit by 1. 

Other Items

Books and gifts come in many forms. 

Books often contain random lore references, which are important if you plan on engaging in the Scholarship downtime endeavor. See Experience & Downtime for more details on lore references. 

When you find a book on your adventure, the Guide might specify what lore references it contains. Otherwise—and if you start the game with a book—randomly determine the book’s lore references, and give the book a name based on them. 

Random lore references. Roll a d4 to determine how many lore references the book has. Then roll a d100 to determine what each lore reference is, based on the tables below.

         1𐤑     Book of Forms

Requires ✦✦ IntellectYou have a book written in Forms. If you start the game with this item, you can read and write Forms, the writing system of old Shinar. You also know how to speak Shinarian, and you have a basic understanding of Shinarian culture.

         1𐤑     Book of Glyphs

Requires ✦✦ IntellectYou have a book written in Glyphs. If you start the game with this item, you can read and write Glyphs, the writing system of the Mazrian Empire. You also know how to speak Mazrian, and you have a basic understanding of Mazrian culture.

         1-3𐤑   1-3𐤇   Gift

A thoughtful gift buoys the spirit of both the recipient and the giver. You can purchase a gift from a market with credit, or create a gift yourself with crafting resources. You can spend 1, 2, or 3 credits or resources when you acquire this item. Whatever your choice, this item involves three steps: (1) conceiving the gift, (2) crafting the gift, and (3) presenting the gift. Each step involves a challenge roll. Depending on the results of these challenges—and how much credit or resources you commit to this item—the gift can generate up to +5 overflow spirit for both you and its recipient. This benefit only comes into effect after you present the gift.  Resolve the first two challenges when you expend credit or resources to create the gift (or when you start the game, if the gift is one of your starting items). Resolve the final challenge for when you actually present the gift. For the first two challenges (conceiving and crafting/purchasing), you can freely invoke your ideal(s). For the last step, you must invoke an ideal the usual way, by taking -1 spirit.1. Conceive the GiftThe first step is to determine your gift’s recipient. Choose from the following:
  • A specific person
  • A role or job (such as “soldier” or “bureaucrat”)
  • An origin
Then roll Compel to come up with a gift that’s both thoughtful and respectful of its recipient. 7+: The gift generates +1 overflow spirit, and you gain a bonus on your compel roll when you present your gift in step 3: +2 for a specific person or role, or +1 for an origin.4–6: The gift generates +1 overflow spirit.  1–3:  They say it’s the thought that counts, but it seems that yours doesn’t count for much. No effect. Keep note of your intended recipient and the result of your challenge roll. 2. Craft or Purchase the GiftEvery gift’s impact depends in part on its quality. Roll Maneuver to create a high-quality object or Compel to purchase an object that reflects your generosity. 7+: The gift generates additional overflow spirit equal to the number of credits or resources you put into it.4–6: Your creation didn’t go as planned, but you can consume an additional 1 resource (or 1 credit, if you have access to a market) to salvage it and succeed.  1–3:  You have a sneaking suspicion you’ve created what some people might call a “conversation piece.” No effect. 3. Present the GiftOnce you’ve conceived and crafted your gift, it’s time to give it to someone. This person must match the category of recipient you chose in step 1. For example, if you conceived a gift for a Mazrian, you can’t give it to a Kananite. You certainly can’t present a gift created for one specific person to some other person. (You might, at the Guide’s discretion, be able to present a gift made for one role to someone who embodies the traits of that role without identifying as such).Roll Compel to present your gift with courtesy and grace. If you succeeded on your first challenge roll to conceive the gift, remember to apply the bonus to this roll. 7+: The gift generates an additional +1 spirit.4–6: You can take -1 spirit to succeed; otherwise, you fail.  1–3:  No effect.