Items of Note

Post Reply
Message
Author
User avatar
Keehnelf
Rider of Rohan
Rider of Rohan
Posts: 9163
Joined: Mon Aug 04, 2014 6:41 pm

Items of Note

#1 Post by Keehnelf »

This thread will be for laying out the details of unusual lore-heavy loot items or useful treasure found by the party.

User avatar
Keehnelf
Rider of Rohan
Rider of Rohan
Posts: 9163
Joined: Mon Aug 04, 2014 6:41 pm

Re: Items of Note

#2 Post by Keehnelf »

Below is the information on the relics the party identified as being, at one time in the past at least, within Damring. Whether they can find them or not is entirely up to them, of course.

The Unbroken Blade
This short-bladed sword is made of a burnished copper that blazes bright red when any source of light touches it. Despite being made of such a flimsy material, it functions exceptionally well as a sword and indeed holds its edge better than any mortal blade as well as being remarkably durable. It has the attributes of a standard sword for use in conflicts, with two additional properties that require the wielder to call out loudly, with courage and boldness, to the Pilgrim for aid in order to activate. This means that if the wielder is suffering the Afraid condition, neither ability can be used.
Ability One: The Warden
Once per Kill or Drive Off conflict, the Pilgrim can be called upon to empower the Unbroken Blade to defend a nearby companion. This ability requires the wielder to have a Defend action scripted for them, and provides a +2D bonus to the action as though the character were using a shield, even if the character could not normally employ one. Any hit points restored using this ability do not follow the normal rules: none may be restored to the acting character, and the restored hit points must be allocated to characters that have been knocked out of the fight before they may be allocated elsewhere.
Ability Two: The Flame of Justice
Once per Adventure Phase, the Unbroken Blade can be empowered by the Pilgrim to shine with the light of the sun from within, no matter the surroundings. This light lasts until the end of the current turn and provides illumination to any number of characters in a given area, affecting all light-sensitive creatures in the same area as the wielder. The blade must be held aloft or brandished for this power to work.

User avatar
Keehnelf
Rider of Rohan
Rider of Rohan
Posts: 9163
Joined: Mon Aug 04, 2014 6:41 pm

Re: Items of Note

#3 Post by Keehnelf »

The Staff of Judgement
The staff of judgement is four feet long and more like a twisted walking stick than a proper staff of office. The gnarled and knotted end-piece is encrusted with a single brilliantly-faceted ruby that seems to glow warmly like a shining ember. It is unusable as a weapon and in fact will not allow its user to script any conflict action apart from Defend while it is held in either hand. Like the Unbroken Blade, the Staff has two special abilities that can be called upon when in need.
Ability One: The Power and the Glory
Once per Adventure Phase, the staff may be struck against the ground while calling out the Pilgrim's name, causing all enemies in the area to suffer a -1s penalty to all rolls during the current action. This can be done for free during another character's scripted action in a conflict of any type.
Ability Two: His Hand Sustains
Once per camp Phase, and up to three times per character in total, the wielder of the staff may choose to gain +1D to any roll made to remove a condition from one or more of his or her companions. When this ability is used for the third time by any character, the ruby upon the staff's head will cease to shine while that character holds it, though The Power and the Glory will still activate at his or her call.

User avatar
Keehnelf
Rider of Rohan
Rider of Rohan
Posts: 9163
Joined: Mon Aug 04, 2014 6:41 pm

Re: Items of Note

#4 Post by Keehnelf »

The Book of Empty Hands
The Book of Hands is a tome written by the Pilgrim himself, in which is contained the sum of wisdom that he was able to transcribe before his Ascension. It has 100 pages, each of which tells a story of significance from the Pilgrim's life in parable form. The book can be freely read in order to understand more of the Pilgrim's nature, or it can be consulted for guidance in a time of need.

If the book is consulted for its wisdom, it will allow the reader to leaf through and find a situationally-appropriate parable to guide the course of action. If it is followed, or attempted to be followed, it will allow the reader to tap his or her Nature without a use of Persona and even if the current situation would normally be outside of his or her descriptors. However, even if the action undertaken is successful, this use will inflict one point of Nature Tax.

Once the book is consulted by a single person for the third time, the player gains the Devout trait at 1D and loses one of his or her Nature descriptors permanently. Once this happens, the character has internalized the important lessons of the text and has no more to learn. The book is useful for historical interest, but has no unusual properties for that reader.

User avatar
Keehnelf
Rider of Rohan
Rider of Rohan
Posts: 9163
Joined: Mon Aug 04, 2014 6:41 pm

Re: Items of Note

#5 Post by Keehnelf »

Armor of the Silent Priests

The Armor of the Silent Priests is a set of holy plate armor that operates as normal when absorbing damage from melee attacks and when imposing fatigue penalties.

However, the runes, sigils and icons of devotion to the Wanderer/Pilgrim/Red-Faced One that cover its surface have been lovingly and painstakingly etched into the armor over generations as bearer after bearer have committed themselves to the service of their Lord.

Because of the strength of faith imbued in the armor, it has two special qualities:

1. It is more durable than normal plate. It can be damaged (1-2 vs. normal attacks, 1-3 vs. crushing attacks) once and remain serviceable. If it is damaged a second time, it is rendered unusable as normal. This durability does, however, increase the difficulty of repairing the armor--it may only be repaired when a forge, anvil and related facilities are available, though the Obstacle to do so remains the same.

2. When the wearer has the Devout or similar trait, or a statement in the service of the Wanderer is included in the character's Belief, Instinct, or Goal, the wearer gains +1D on any roll they make to recover from the Afraid or Angry conditions.

Post Reply

Return to “A Flickering Light (Torchbearer)”