Enchantments give otherwise normal items mystical properties.
• Strength of an Enchantment is rated as Known, Famed or Legendary
• Single item can hold one Famed or Legendary Enchantment and one Known Enchantment
• Item can hold an additional Known, Famed or Legendary Enchantment for each Catch
Catch
Catch is an enchanted property that complicates use of the item. Catch can be due to needs and principles of a sentient item or a drawback from an Enchantment.
• Cursed. Cursed items attempt to inflict their Curse on the wielder
• Dangerous. Using the item is dangerous to the wielder
• Demanding. Item has its own goals or needs that have to be taken into account
Identifying Enchantment
Item properties can be identified by making an Attunement Test against Difficulty 10 as an action taking Significant Time. On success identify one + Degree Enchantments.
Alternatively use the item and learn the Enchantments through practice.
Cursed Items
Cursed item hides its nature as it digs its roots into wielders soul.
• Curse is always a last property to be identified
• Curse Stirs when an Enchantment from a Cursed item is used. When this happens Bearer will note a mark. When the Curse is ready to strike Bearer will ask for a Burden Test, increase Difficulty by number of marks
• Once the Curse has taken root character cannot voluntarily free themselves from a Cursed Item
• Once the Curse has taken root being without the Cursed Item will prevent removing Burden
| Enchantments | |||
|---|---|---|---|
| 1 | Beast Charm | 11 | Magic Vessel |
| 2 | Beasthide | 12 | Omenbringer |
| 3 | Bulwark | 13 | Otherwordly |
| 4 | Chalice of Power | 14 | Protective Charm |
| 5 | Darkeye | 15 | Seerstone |
| 6 | Devourer | 16 | Shadowmantle |
| 7 | Farsight | 17 | Soul Ward |
| 8 | Focus | 18 | Spiritstep |
| 9 | Heartseeker | 19 | Swiftwind |
| 10 | Lifebringer | 20 | Watcher |
Enchantment List
Beast Charm
Item: Any.
A being in form of a beast follows you. Being has items power + your Mastery Prowess, abilities according to its form and nature, and an items power Wounds. You are able to communicate with the being wordlessly. Destroyed being will regain a Wound on Downtime.
Form:
Small Beast: 1D4 damage die. 5 + Prowess Hit-points. Pace Near.
Beast: 1D8 damage die. 10 + Prowess Hit-points. Pace Close.
Great Beast: 1D6 damage die. 15 + Prowess Hit-points. Pace Close. Can be used as a mount.
Nature:
Fury: Prowess to Attack, Athletics, Reflex, Vigor, Will.
+1 Damage die.
Trickster: Prowess to Attack, Stealth, Thievery, Reflex, Will.
Advantage to stealth.
Guardian: Prowess to Attack, Notice, Reflex, Vigor, Will.
Advantage to notice hidden.
Known: +1 Prowess, 1 Wound.
Famed: +2 Prowess, 2 Wounds.
Legendary: +3 Prowess, 3 Wounds.
Beasthide
Item: Clothing, cloak or armor.
As an Action [Draw] to take a form of a beast until Significant Time passes or you end the effect.
While you are in the beast form you retain your Defenses, mental abilities, Hit-points and Wounds. You gain Gifts and attacks of the beast form. Your Prowess is items power + Mastery for the Tests beast is Strong in.
Known: One beast form with Prowess of 3. Small, medium or large, land or aquatic beast.
Famed: Two beast forms with Prowess of 4. Small, medium or large, land or aquatic beast.
Legendary: Three beast forms with Prowess of 5. Small, medium or large flying, land or aquatic beast.
Bulwark
Item: Clothing, armor or shield.
Increase Armor Resistance by items power.
Known: +1 Armor.
Famed: +2 Armor.
Legendary: +3 Armor.
Chalice of Power
Item: Any.
Item holds charges that can be spent to give magic Power in place of taking Burden. Chalice recovers charges on Downtime.
Known: 1 charge.
Famed: 3 charges.
Legendary: 5 charges.
Darkeye
Item: Headdress, jewellery or weapon.
[Exhaust] to gain the ability to see in complete darkness until Significant Time passes.
Known: Sight up to Close.
Famed: Sight up to Near.
Legendary: Sight up to Far.
Devourer
Item: Melee weapon.
Dealing damage with the weapon recovers Hit-points.
Known: 1D6+1 Recovery.
Famed: 1D6+3 Recovery.
Legendary: 1D6+5 Recovery.
Farsight
Item: Any.
Item holds number of charges that can be spent to alter a die roll by spent charges. Charges are regained on Downtime.
Known: 1 charge.
Famed: 2 charge.
Legendary: 3 charge.
Focus
Item: Any.
Increase one Prowess or Defense by items power.
- Increase Strength.
- Increase Awareness.
- Increase Attunement.
- Increase Intellect.
- Increase Presence.
- Increase Reflex.
- Increase Vigor.
- Increase Will.
Known: +1 increase.
Famed: +2 increase.
Legendary: +3 increase.
Heartseeker
Item: Any weapon.
When you [Exhaust] to gain a bonus for a Test to wield this weapon increase bonus by items power. Add bonus to damage.
Known: +1 to Test. +3 damage.
Famed: +2 to Test. +4 damage.
Legendary: +3 to Test. +5 damage.
Lifebringer
Item: Amulet, bread, tankard, bottle, mortar or similar.
Item has number of charges that can be spent to gain bonuses on Healing Tests, Test against poisons or to recover a Hit-point. Item recovers charges on Downtime.
Known: 3 charges.
Famed: 6 charges.
Legendary: 10 charges.
Magic Vessel
Item: Any.
Item contains Intents for channeling magic.
Known: Item contains up to three Intents from a Magical Gift.
Famed: Item contains a complete Magical Gift.
Legendary: Item contains two complete Magical Gifts.
Omenbringer
Item: Headdress, ring or weapon.
Item has power charges and holds one type of Omen. As a Response spend a charge to use the Omen. Item regains charges at Downtime.
- Ill Omen: Impose Disadvantage on a beings Test or have them Test for something they should not need to. Difficulty is 10 + your Mastery.
- Fortune Omen: Grant Advantage on a beings Test or increase their Degree by one.
Known: 1 charge.
Famed: 2 charges.
Legendary: 3 charges.
Otherwordly
Item: Weapon, armor or shield.
Item fully affects Incorporeal and Otherwordly beings. Weapons are able to deal damage, armor acts as a Resistance and shields can be used to gain bonuses.
Known: Gain +1 bonus when using the item against Incorporeal and Otherworldly.
Famed: Gain +2 bonus when using the item against Incorporeal and Otherworldly.
Legendary: Gain +3 bonus when using the item against Incorporeal and Otherworldly.
Protective Charm
Item: Any.
Increase Mental Resistance by items power.
Known: +1 Mental Resistance.
Famed: +3 Mental Resistance.
Legendary: +5 Mental Resistance.
Seerstone
Item: Amulet or ring.
[Draw] to make an Attunement Test against Difficulty 10. On success gain items power + Degree pieces of information on what beings you have met are up to. You can choose to split the information between different targets.
Known: 1 Piece of information.
Famed: 2 Pieces of information.
Legendary: 3 Pieces of information.
Shadowmantle
Item: Clothing, cloak or armor.
When you [Exhaust] to gain a bonus on a Test for stealth increase bonus by items power.
Known: +1 bonus.
Famed: +2 bonus.
Legendary: +3 bonus.
Soul Ward
Item: Any.
Use a Response to add item power as bonus on a Will Test.
Known: +1 bonus.
Famed: +2 bonus.
Legendary: +3 bonus.
Spiritstep
Item: Any.
[Draw] to become Invisible for items power Rounds. While Invisible you are Hidden and physical actions against other beings are Surprise actions.
Known: 1 Round.
Famed: 3 Rounds.
Legendary: 5 Rounds.
Swiftwind
Item: Cloak, boots or shoes.
Item has charges that can be spent to take a Response or increase Pace by one step for one action. Item regains charges on Downtime.
Known: 1 charges.
Famed: 2 charges.
Legendary: 3 charges.
Watcher
Item: Any.
When you [Exhaust] to gain a bonus for a Test to find Hidden, notice threats and traps or resist a Surprise increase bonus by items power.
Known: +1 to Test.
Famed: +2 to Test.
Legendary: +3 to Test.
Catches
Bloodbound
Item: Any.
Only members of a certain bloodline can wield the item without an issue. Anyone else attempting to wield the item has their Burden increased by +5.
Cursed
Item: Any.
Item is Cursed. When items power is used the Bearer will make a Burden Test to check if the Curse Spreads.
While Curse of the item is marked into a Guide slot.
• Item cannot be voluntarily removed
• Being apart from the item prevents recovering Burden
Draining
Item: Any.
Item reduces Burden Treshold by one.
Guidebound
Item: Any.
Only beings with a certain Guide can wield the item without an issue. Anyone else attempting to wield the item has their Burden increased by +5.
Harmful
Item: Any.
Item deals 1D6 damage when used. This damage cannot be reduced.
Hungering
Item: Item that uses charges.
One Wound worth of blood has to be given to item to restore charges.
Tricksy
Item: Any.
Item attempts to escape each Downtime. Finding the item or preventing it from escaping requires an Awareness or Intellect Test against Difficulty 15.
Wordbound
Item: Any.
Item has a command word or a secret name that has to be given as an Action to activate items powers. Item stays active until Significant Time passes.