Magic Items

Magical items are items that have extra mods, greatly increasing the effectiveness of the item. Magic items have 1 modifier, and are common. Rare items have 2 modifiers, and...you guessed it, are fairly rare.

Magic items must be attuned to the wielder to grant the benefits. Attunement requires absolute concentration, which is easily obtained out of combat. In combat however, attunement requires two Major Actions over 2 consecutive turns. This means if you swap a magical weapon during combat, you lose its magical modifiers but do not gain the new modifiers on the swapped weapon until it is attuned.

When a magical item drops roll a d10. If you get a 8, 9 or 10 the item is rare. Otherwise it is magic. The GM might alter this roll depending on the enemy.

All item magical modifiers
 * 1) 1d6 to a random  skill, +3 per tier.
 * 2) 1d6 to a random  skill, +3 per tier.
 * 3) 1d6 to a random  skill, +3 per tier.
 * 4) 1d6 to a random skill without an attribute, +3 per tier.

Weapon-only Magical Modifiers
 * 1) Increase  effect duration by 1 round
 * 2) 1  per tier
 * 3) 1d10  +5 per tier.
 * 4) 1d8  per +4 per tier.
 * 5) 1  per tier +1 per tier.
 * 6) 1d4 damage per tier

Armour (And Shields) only Magical Modifiers
 * 1) 1d10 x3 increased  +15 per tier.
 * 2) 1d4  per +2 per tier.
 * 3) 1d10 x2  per +10 per tier.
 * 4) (for heavy plate/metal) 1d4  +2 per tier. (for leather) 1d4  +2 per tier. (for cloth/voodoo charms) 1d10 x 2  increased  +10 per tier. +1d4  +2 per tier.(boots only)

Amulet-only Magical Modifiers Ring-only Magical Modifier
 * 1) Reduce stunned enemy speed by 2 per tier
 * 2) Increase damage against shocked enemies for you and allies by 1  per tier
 * 3) 1d8  per tier
 * 4) 1  per tier
 * 5) 1d4  +2 per tier.
 * 6) 1d10 x2  +10 per tier.
 * 7) Increase critical strike damage by 10. +10 per tier.
 * 8) +1  +1 per tier.
 * 1) 1d8  +2 per tier.
 * 2) 1d4  +2 per tier.
 * 3) 1d10 x2  +10 per tier.
 * 4) 1  +1 per tier.
 * 5) 1d4  +2 per tier

Item rolling tables
You can randomly generate items using two d10’s to generate a number between 1-100. (assign each die a digit, a result of 00 is 100).The GM is welcome to drop items with mods of their choice or randomly as they see fit. Rare items can roll the same mod twice, add the bonus of both mods together to determine the final total.


 *  * Two handed weapons have 2 mods for magic and 4 mods for rare items respectively.

Signature items
Whenever a player finds a magic item, they roll a d10. On a roll of 10, roll again. On a result of 5 or more that item gains a ‘Signature’ mod. This is a special modifier that gives the item additional flavor and utility, outside of combat. An item may only have 1 signature mod. Signature mods can only occur if you roll a natural 10. Increased Item Rarity cannot affect the chance of getting a signature mod and an item can only have 1 signature mod.

Example signature mods:
1. Ghost: As a minor action you and any gear you’re holding can turn into a ghost, passing through solid inorganic matter, however soul energy (such as magical wards) and organic matter stop you normally. Every turn past the first, roll a d10. On a result of 1 you materialize, if you are in solid matter you are shunted to the nearest occupiable space, taking half your Threshold in damage for every 5 meters travelled. When in ghost form, you are Lucky with rolls in shadowy areas or at night.

2. Ogre: You may ignore the of unattended non-magical objects. You gain Pierce against held objects and magical objects. You can lift and carry objects, people, and anything else, as though they were only ⅓ of their normal weight.

3. Soul Hunter: You gain Soul vision, which you can activate as a minor action. Soul vision allows you to see Soul energy clearly, allowing you to track entities with a soul easily and increasing your chances of detecting traps. Using Soul vision allows you to be Lucky with Soul Control rolls when used to understand or interact with Soul energy.

4. Spider: You can cling to surfaces with your hands and feet as if you were a spider, automatically succeeding as climbing checks and moving at your normal speed. You can create webs, allowing you to create web traps or using them for fast transport. You travel at double your speed along webs you have created. It takes 30 minutes to create a single 100 meter strand of web.

5. Feral: You can now speak to animals, and may now freely use social skills such as and  to interact with animals. Your animalistic grandeur allows you to be lucky on social rolls with animals.

6. The item is intelligent and has its own personality. The more you use the item, the more the item will like you (usually). The item tends to be good at one skill such as, , or. Treat this skill as 5 + 5 per tier. The item is fully capable of lying, manipulating or acting in whatever way it wishes, especially to guarantee its survival but can be a great boon to the player if a good relationship is formed. Its personality is up to the GM.

7. Pre-cognisant: This item allows the user to see the future in dreams. Whenever the character sleeps, they may ask the GM one question about the next 24 hours. The GM rolls a secret die, on a result of 2-10 the GM answers truthfully but is encouraged to be cryptic. On a result of 1, the GM purposely misleads the character. A pre-cognisant item must be worn for a full 24 hours before you can use its ability.

8. Camouflaged: this item allows the user to automatically blend with their surroundings, allowing you to be lucky rolls.

9. Water Walking: this item allows a user to walk on water or similar liquid at will.

10. Lucky: This item grants Lucky once per day, to any roll of your choice.