#Extraordinary Items
Shrapnel Ammo
Sci-fi/Modern Fluff (click to see)
*This ammo can be made in a variety of sizes to fit a number of different weapons. It is crafted in such a manner that upon striking a surface a second internal explosion will happen, sending out fragments of the ammo.*Fantasy Fluff (click to see)
*This ammo looks to be of poor quality upon first glance. The tip has numerous cracks running along its surface, and is actually the genius of its design. Within this tip either arcane energies or a crafty mixture of black powder resides so that once it strikes a surface an explosion happens. This causes the tip to shatter outwards and hit a broader area.*Cost: 2 WL (Click to view details of the item)
**Properties:**- +2 = Area 2 (Cone 10’)
- -1 = Expendable
- +1 = Augmenting
- Might need to be 3 WL due to rarity or material expenses
Cost: 3 WL (Click to view details of the item)
**Properties:**- +3 = Area 3 (Cone 15’)
- -1 = Expendable
- +1 = Augmenting
- Might need to be 4 WL due to rarity or material expenses
- This item might be hard to justify because of the cost and then loss of the item when used
Enlarging Potion
Fantasy Fluff (click to see)
*This viscous fluid seems to surge to fill the vial that contains it, then shrinks back to about half the space.*Modern Fluff (click to see)
*This creepy concoction seems to surge to fill the vial that contains it, then shrinks back to about half the space.*Sci-fi Fluff (click to see)
*This thin strip of gritty material seems to stretch out to twice its thickness before shrinking back to the smaller size. In addition it has a lovely scent that is sure to improve the quality of your breath.*- In order to create this potion (or shot/pill/etc), you must have the proper base liquid. A purified water with no minerals (distilled water).
- For other campaign settings, this could be a pure mineral of some sort for a pill
- The GM is free to assign negative effects due to use (or overuse) of this item.
- Other narrative consquences may occur such as tearing of clothing or destruction of building as the character grows in size.
###Base Item
The user of this item will immediately grow up to twice their size (to the next size category), but retain all of their appearance and abilities (no other effects from shapeshift). At the GM’s descretion, all of their equipment may also enlarge and may gain Advantage 1 (for example, an axe may now be considered a two-handed axe in size). This effect lasts for 1 minute.
Cost: 2 WL (Click to view details of the item)
**Properties:**- +1 = Shapeshift 3
- -1 = Consumable
- +3 = Persistent
- -1 = Special (reduced time)
Cost: 3 WL (Click to view details of the item)
**Properties:**- +2 = Shapeshift 4
- -1 = Consumable
- +3 = Persistent
- -1 = Special (reduced time)
Enhance (Extraordinary Attack) Potion
Fantasy Fluff for Fire (click to see)
*This opaque red fluid bubbles constantly with blues and whites rising to the top. It constantly feels warm to the touch. An honest seller/crafter will inform the customer that they should only take 1 in a 4 hour period of time. Side effects from taking too much include, but are not limited to: Internal Burns, Painful defecation, and Self-Combustion, to name a few.*Modern Fluff (click to see)
*This specialized earpiece is designed to sync with fire based weapons. It quickly helps calculate the best aiming matrix and relays the information to the wearer. For faster use and simplicity of design, the earpiece is specialized to only one attack type. The battery lasts a variable amount of time, and to protect the patent it self-destructs at the end of its use. More than one *can* be linked together for faster processing, but the additional use of battery can be dangerous to the user.*Sci-fi Fluff (click to see)
*These specialized nano-robots have been programmed to aid the user in a particular field of attacking. Due to the risks of too many nano-robots being in the system at a time, they are designed to leave and then self-destruct once their energy sources are spent, which can vary depending on how much bio-electricity the absorb from the body. Taking more than 1 application of these nano-robots may increase a users effectiveness, but the potential risk is something to consider.*The length of time this item lasts is determined by the users fortitude (or other applicable Attribute as determined by the GM) as follows:
1 hour +
CR 12 = 1 hour (2 total)
CR 16 = 2 hour (3 total)
CR 20 = 3 hour (4 total)
Do not take more than 1 in a 4 hour period of time. If more than 1 is taken before 4 hours have passed, any number of the following may occur as determined by the GM:
- Persistent Damage 6 (1d8)
- Persistent Damage 2 (1d4) as Lethal Damage
- 1 level of Fatigued
- Incapacitated until the item has worked its way through the system (4 hours)
- Additional Advantage
- Anything else the GM can think of as relative
Consuming more than 2 within 4 hours most certainly can result in Finishing Blows as the GM sees fit.
Special Ingredients
-
In order to create this item, you must have the proper base ingredient. A purified water with no minerals (distilled water), sanitized batteries, etc.
-
For other campaign settings, this could be a pure mineral for some sort for a pill
-
May substitute any other Energy type (Ice, Water, Wind, Electricity, etc), or others (Entropy) for what this item Bolsters. May also enhance Might or Agility in some circumstances.
###Base Item
The user of this item receives Advantage 1 to all Energy(Fire) [or other selected Extraordinary Attribute] based actions (Attacks and Invocations).
Cost: 2 WL (Click to view details of the item)
**Properties**- +1 = Bolster 3 (Extraordinary Attribute [Specify Energy Type if used])
- +3 = Persistent
- -1 = Consumable
- -1 = Special (Reduced Time)
- Might need to be 3 WL depending on setting
Cost: 4 WL (Click to view details of the item)
**Properties**- +3 = Bolster 6 (Extraordinary Attribute [Specify Energy Type if used])
- +3 = Persistent
- -1 = Consumable
- -1 = Special (Reduced Time)
- Might need to be 3 WL depending on setting
Cost: 5 WL (Click to view details of the item)
**Properties**- +4 = Bolster 8 (Extraordinary Attribute [Specify Energy Type if used])
- +3 = Persistent
- -1 = Consumable
- -1 = Special (Reduced Time)
- Might need to be 3 WL depending on setting
Krund's Unfaltering Root
Fantasy Fluff (click to see)
*This normal looking Ack-zac root, appearing almost like jerky, is far from normally. A special mixture of Orc'ish spices allows this root to stay in a person's system far longer than normal food. The special weave of Arcane or Extraordinary, however, turns this hard to stomach ration into a stabilizing concoction. Upon consuming this famously named root, a person will receive a jolt of inspiration right as they are falling unconscious in order to stay away. Some have even claimed to see an image of Krund himself yelling at them about their weakness for falling, though that is probably just hallucinations.*##Krund’s Unfaltering Heart Patch
Modern & Sci-fi Fluff (click to see)
*This patch, placed over the heart of the user, detects the heartbeat and stress state. Upon detecting that the user has fallen unconscious, it will send a jolt of energy and a small dose of adrenaline to keep them awake. However, the patch only lasts for a finite time of monitoring before it runs out of juice. There have been reports of side effects where users have had hallucinations of a hulking humanoid figure with tusks jutting up from his mouth.*The length of time this item lasts can be determined by the users fortitude/will/peresence (or other applicable Attribute as determined by the GM) as follows:
4 hours +
CR 12 = 2 hours (6 total)
CR 16 = 4 hours (8 total)
CR 20 = 6 hours (10 total)
CR 22 = 8 hours (12 total)
CR 24 = 10 hours (14 total)
Once the item as been expended, or if the time has expired, it can no longer be used to aid the user.
In addition, the user may experience a hallucination (phantasm) that gives them Disadvantage 2 for all Perception related checks for 4 hours after the item has surged healing into their body. The GM may feel free to grant a Legend Point if the player role-plays up the Phantasm.
Special Ingredients
- In order to create this item, you must have the proper base ingredient. The GM will determine how accessible these materials are in your Compaign.
###Base Item
Upon falling to 0 HP (unconscious), the user receives a jolt of HP back into their system of 2d6.
Cost: 3 WL (Click to view details of the item)
**Properties**- +2 = Heal 5 (2d6)
- +2 = Autonomous
- -1 = Consumable
- +2 = Reliable
- -2 = Special (Cursed [Phantasm = Krund half-orc], affects Perception)
- The GM may cause this to be only a -1, raising the WL by 1
###Improved Item
Upon falling to 0 HP (unconscious), the user receives a jolt of HP back into their system of 2d10.
Cost: 4 WL (Click to view details of the item)
**Properties**- +3 = Heal 7 (2d10)
- +2 = Autonomous
- -1 = Consumable
- +2 = Reliable
- -2 = Special (Cursed [Phantasm = Krund half-orc], affects Perception)
- The GM may cause this to be only a -1, raising the WL by 1
###Superior Item
Upon falling to 0 HP (unconscious), the user receives a jolt of HP back into their system of 3d8.
Cost: 5 WL (Click to view details of the item)
**Properties**- +4 = Heal 8 (3d8)
- +2 = Autonomous
- -1 = Consumable
- +2 = Reliable
- -2 = Special (Cursed [Phantasm = Krund half-orc], affects Perception)
- The GM may cause this to be only a -1, raising the WL by 1