Tag Archives: magic items

Magic Items

During the course of the game you might find tagged magical items that can grant powers and abilities to those who use them. Each character starts the game with three Item Slots which are used to link to magical items.You cannot use the powers and abilities of magical items until you link to the item using an Item Slot. Once an Item Slot is linked to an item it remains linked for the entire event; you cannot normally unlink items. It is possible to buy more Item Slots by using Character Points. There are four types of items; Weapons, Armor, Accessories, and Relics. Weapons must be in hand and you must have the skill to use the weapon in combat in order to use any abilities on that weapon. Armor must be worn and,if the armor is worth armor points, you must be able to use the suit. Accessories covers all items that are worn and not carried, and can include sashes, belts, gloves, cloaks, jewelry and the like. Relics are items that must be held in one hand when you use them. Linking Linking to an item involves taking part in a ceremony that can be cast by any user of magic—Arcane, Otherworld, or Primal. You take part in the ceremony which takes 5 minutes of Activity, during which you weave a mystic link to the item. If you own an item at check-in, you may also choose to start an event with one or more Item Slots already linked to items you own rather than seeking out an ceremony during the game. In addition, if you find a magical item and it is already linked to another person you cannot use the item until the next event unless that person willingly passes the item to you. Part of this passing is whispering which abilities on the item have already been used. If a linked item is given to you willingly you may also link to it in the usual fashion, but each ability of the item can only be used once regardless of who used it. Only one person can be linked to an item at a time. Many creatures and NPCs in Brittanis have a natural talent to use items without linking to them; many items you find on creatures will be unlinked so you can, if you have a free Item Slot, link to them when you can get to a place of power that can host the ceremony. In this case that character will whisper “Unlinked” as it hands you an item. This indicates that you do not have to wait until the next event to use it. There are exceptions to the limit of Item Slots. Signature Items do not require Item Slots. If you spent Character Points for an item, your Item Slots are not required to use that item. Some special magical items do not require an Item Slot. You must link to these items, but they provide their own Item Slot and do not use one of your Item Slot. These items will be marked with the phrase “Inherent Slot: Linking to this item does not use an Item Slot.” on the tag. Items with only “times ever” abilities that use their final charge are destroyed entirely, and your link ends when you use the last ability. Example: If you have an item with one “times ever” ability left, it will tie up an Item Slot while you carry it but once you use the last charge and the item is destroyed your Item Slot is refreshed. In a pinch some plot characters may be able to unlink magical items for you, restoring the Item Slot so you can link to another item. For many plot characters this requires in game resources.

Signature Items

Signature items are permanent magical items you pay for with character points.You are bound to these items by fate-- they always seem to find their way back to you. Signature Items do not apply to your Magic Items limit.
The iconic Signature Item in the Arthurian Source literature would, of course, be Excalibur; many other named magical items that seem to follow characters from story to story.
All signature items are yellow-tagged items and should be marked as such. If you ever lose a signature item, fate intervenes and you manage to find it again.
You will always start an event with your signature item, even if you lost it the event before. The exception to this is if you use the ability to recover an item between events plot has the option to change or even destroy the item so it is best to avoid losing your signature item.
If you decide to not recover a lost item, or if the item is destroyed then you will regain most of the character points, but 5 character points will not be recovered and deducted from your total rather than being freed. Again-- it's not a good idea to let your Signature Item be lost, stolen, or used by someone else.
If you voluntarily give your Signature Item to another character for any reason, it loses all "fated protections." Thus if you give your Signature Weapon to a friend (or if an ally uses it while you are sleeping, etc) and that item is lost, stolen, Destroyed, etc, it is treated as if it was a normal item and you WILL NOT GET IT BACK. Keep your Signature Items safe.
All items are constructed by spending character points to purchase abilities. When you purchase your item, you gain a pool of Signature Points that can be spent to buy abilities for your item. You must choose to purchase a minor item, a major item, or an epic item. Each has a different cost associated with it. You may purchase up to TWO items in this manner, and may not have more than TWO signature items at any time.
If you find a notable item in game you may decide that the fate of the item and your own fate have become intertwined and you may purchase that item. You must recreate the powers of the item as faithfully as possible, except that your item becomes permanent and will never expire. An item purchased in this way still counts towards your limit of three signature items. You may choose to discard an existing item to purchase a new item you have found, but in doing so you lose the old item and you lose 5 of the character points it cost you.
You signature item must be distinctive and the prop must be plot approved. Plot must be able to recognize the item when seeing it. Signature items come in four flavors; weapons, armor, jewelry, and relics.
  • If your Signature Item is a weapon, you must have skill with a weapon magical item to use it (though not to possess it-- so if you find one you can't use yet, you can buy the Signature Item and keep it, but won't be able to use its powers till you have the weapon skill), In order to use its powers, you must have it in hand.
  • If your Signature Item is Armor, you must be wearing it, and you must have the ability to use the armor (see above rules for Weapons). You may wear multiple armor pieces, but the item's description should state which piece (or which set) is the Signature Item.
  • Shields can be designated as Weapon, Armor, or Relic, but must be designated when the Signature Points are spent and cannot be changed.
  • Jewelry props must be worn to be used.
  • Relic props are generally held in your hand and presented or held aloft when used. Unusual relics with specific activation methods (like horns) need to be plot approved. Each item has one item type, which is used in the prefix of the verbal. Item types include Amulet, Armor, Artifact, Banner, Belt, Book, Bracelet, Cloak, Crown, Hat, Mask, Necklace, Ring, Shield, Symbol, Wand, or Weapon.
Example: You are making a Crown item, and have purchased the Deft power. You would call, "Resist by Crown!" when using that power.
PURCHASING A SIGNATURE ITEM
When you purchase a Signature Item, you must write a proposal to Staff, giving us a brief history of the item (using the PC Histories guidelines as a template would be a good idea), telling us SOME of its history and former wielders/bearers. Included in this proposal must also be the abilities you wish to purchase for this item. Once this proposal is approved, you can spend the CP and the item will find its way into your possession in-game at the next event.
Upgrading At creation, you can only choose the first level of a Signature Item's power. You can upgrade your signature item's power by paying TWICE the number of Signature Points in CP.
Example: During creation of a Minor item, you purchase the Signature power . Later, you want to upgrade that power. Later, you can spend 4 CP to do so.
  • Minor Item: 7 CP You may purchase up to 5 Signature Points worth of item powers.You cannot purchase epic powers.
  • Major Item: 12 CP You may purchase up to 9 Signature Points worth of item powers.You may purchase one epic power as part of this total.
  • Epic Item: 15 CP You may purchase up to 12 Signature Points worth of item powers.You may purchase two epic powers as part of this total.
SIGNATURE ITEM POWERS Note: this list is NOT exhaustive--it is meant as inspiration and approximate power levels for players to have fun with. If you have an idea for Signature Item abilities not on this list, contact brittanislarp@gmail.com and we'll discuss it with you. This is a great way to personalize a character and really tie into the mythos and environment of Brittanis. We'll do our best to work with you. The verbals for these skills use a slightly different format than usual-- that is intentional, to show the uniqueness of where these abilities are coming from. When you bust out one of these powers, people SHOULD look at you differently when they hear the unusual verbal. That's part of the appeal.
Signature (1, 2 SP) When you purchase this ability choose one Elemental, Mental, Metabolic, or Physical trait that best exemplifies your item. You may not choose the Weapon trait. This trait is used for all called attacks with the weapon that do not otherwise have an assigned Trait.
Example: You have the Swift Strikes skill from the Skill list, and Ravage from the Primal list. The backstory for your item suggests that the “by Cold Iron” trait would be appropriate. When you use the Swift Strikes skill, you call, “2 by Cold Iron” because that skill has no assigned Trait already. When using Ravage, you still call, “2 by Nature” because that skill DOES have an assigned trait.
▪ 2nd Purchase: you can use the Trait you picked for this item on ANY effect you deliver with this weapon. Continuing the earlier example, you could now call, “2 by Cold Iron” when using Ravage.
Critical Attack (1,2 SP) Requires Signature Trait. Once per Watch you can make a deadly attack. Melee weapons use melee attacks; missile weapons use missile attacks. When you purchase the attack for other types of items you must choose either melee or packet as the delivery. The attack uses the Signature trait for this item. Call out "With this [Item Type], T+3 Damage by [Trait]" ▪ 2nd Purchase 2/watch Example: Glencarrach is a melee weapon. It has “by Force” as its Signature Trait, and its owner is Tier 2. When using this ability, the wielder would call, “With this Weapon, 5 Damage by Force!” when making the attack.
Deft ( 1, 2, 3 SP) Once per watch you may call “Resist by ” against a Disarm effect targeting this item. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase: you can use the “Resist by ” against ANY Disarm effect targeting you.
Eldritch Weapon (2 SP) Weapon or Shield Only. This weapon is also treated as a relic and when it is in your hand you can use powers that require a relic. So long as your packet arm is free you can cast with this item in your off hand.
Freedom (1,2,3 SP) Once per watch you can end one Paralyze, Root, or Slow effect.Call out "With this [Item Type], Purge" to end the effect. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Hardened ( 1, 2, 3 SP) Once per watch you may call “Resist by ” against a Destroy effect targeting this item. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase: you can use the “Resist by ” against ANY Destroy effect targeting you.
Healing Touch (1, 2 SP) Requires Signature Trait. Once per watch you may heal an ally. Touch a the Signature Item (weapon, shield, or relic) or packet (any other item) to the target and call out "With this [Item Type], Heal T+1 by [Signature Trait]." ▪ 2nd Purchase 2/Watch
Lesser Dominance (2, 2 SP) Choose 1 effect from the following list: Agony, Root, Silence, Slam, Slow, or Weakness. Once per Watch you may make a weapon attack for “By This , ” ▪ 2nd Purchase: Usable 2/watch. Choose another effect from this list. You can use EITHER of the two effects in any combination.
Magical Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with an Elemental, Magic or Nature trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Melee Defense (1,2,3 SP) Once per watch you can negate a melee attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Mental Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Mental trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Metabolic Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Metabolic trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Mystical Defense (1,2,3 SP) Once per watch you can negate a packet attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Physical Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Physical trait. Call out "With this [Item Type], Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Purity of Form (1,2,3 SP) Once per watch you can end one Drain, Silence, or Weakness effect. Call out "With this [Item Type], Purge" to end the effect. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Ranged Defense (1,2,3 SP) Once per watch you can negate a missile attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Reinforcing Item ( 1, 2, SP) Once per watch you may use this item to call out "With this [Item Type], Refresh T+2 Armor to Self." ▪ 2nd Purchase 2/Watch
Resilience ( 1, 2, SP) Once per watch you may use this item to call out "With this [Item], Heal T+2 to Self." ▪ 2nd Purchase 2/Watch
Skill Focus (2, 3 SP) Choose one class or source skill. The Stamina cost for this skill is reduced by 1, to a minimum of 1. ▪ You may choose a second skill different from the first.
Greater Dominance (3, 3 SP) Choose 1 effect from the following list: Destroy, Disarm, Drain, Maim, Repel. Once per Watch you may make a melee attack for “By This , ” ▪ 2nd Purchase: Usable 2/watch. Choose another effect from this list. You can use EITHER of the two effects in any combination.
Epic Item Powers
NOTE: In order to take a Epic divine blessing, two of your Character Values must match with the patron. You may only take powers from one patron.
All Magic is One Gain Major Access to a school of magic, this skill will grant you the school as if it was part of your casting skill if you have one. However any spells gained from this item are not accessible if it is lost.
Armored Item Any Non-Armor Item. This epic item grants your Tier in armor points. This power will not stack with itself.
Deadly Item This item adds +1 to the damage of any attack made with this item that has a Damage effect of 3 or more.This effect only stacks with other effects that permanently increase Damage effects. Example: You make a Critical Strike (from the Skill Source), which calls normally “3 Damage!” With this item, you call “4 Damage!” instead. This power would not stack with an Artificer buff granting “+2 damage to next attack by Silver,” or any other temporary enhancement effect.
Deadly Magic Choose 1 Trait from the same Category as this Item's Signature Trait. If this Item's signature Trait is an Elemental or Energy Trait, you must choose that trait. For SPELLS using the selected Trait, this item adds +1 to the damage of any spell that has a Damage effect of 3 or greater while this item is held in your hand. This effect only stacks with other effects that permanently increase Damage effects.
NOTE: This power ONLY applies to skills with the Spell keyword. It has no effect on a spell without the Damage effect.
Example: You have chosen the Earth Trait for this skill. You cast Stone Shrapnel from the Earth Spell list, at Tier 2 & spell Level 1 (which would normally call, “2 Damage by Earth”). The Deadly Magic ability does NOT apply in this case, and the spell is not modified.
Later, you cast Rockfist at Level 2 (which would normally call “3 Damage by Earth”). In this case, Deadly Magic applies, and you call “4 Damage by Earth!” instead.
Epic Dominance Choose 1 effect from the following list: Drain, Frenzy, Paralyze, Stun, Stricken. Once per Watch you may make a melee attack for “By This , ”
Iron Grip You may call “No Effect by ” vs any Disarm effect that targets you.
Masterwork Armor Armor Only. Choose armor prop of Level 2 quality. If plot approves, the prop has an armor value 2 higher than its actual type. You must still have the skill to wear the appropriate kind of armor to use this item.
Merciful Skill This item adds +1 to the healing of any skill that has a Heal effect of 3 or greater made while this item is held in your hand. This effect does not stack with other effects that increase Heal effects.
Example: This power could augment the Primal Skill Healing Herbs, and the Light Spell Healing Light, but would not stack with the Cavalier skill Healers Friend, as that also increases the Vitality healed by a given effect.
Ritual Item During Ritual Magic the presence of the item acts as if a Ritual Kit had been used.
Soul Drinker Weapon Only. Once per battle, When you deliver a Death Strike with this weapon on an opponent that is not already dead or destroyed you also call, "By this [Item Type] Heal (T+1)".
Stanch the Flow 1/battle, you can call “With this Item, Heal T+2 to Self”
Unbreakable You call “No Effect by Item” vs any Destroy effect targeting you.
Blessing of Aenryia Holding Court Once per event, you can call, “By My Voice, Permanent Drain by The Lady of the Lake!” This ability cannot be used in any place where combat has occurred in the last 5 minutes. Its intent is to create an even playing field for diplomatic relations to occur, where weapons, skills and magic are useless. Abuses of this will be... frowned upon by The Lady of the Lake. Judgement Choose 1 Trait from the following list at dawn: Darkness, Corruption, Infernal, Undead, Malediction, Aberration, Blood. 1/battle, you can call “By my Gesture, Expose by The Lady of the Lake." If a target responds to the Expose without using a game defense (No Effect, Resist, etc), you immediately gain a melee or missile attack for “T+2 By [Heroic Trait]” usable ONLY against that target. The Trait you choose to Expose can be changed each morning at dawn. Blessing of Arturian Tend the Fallen Once per battle, you can call, “By My Voice, Expose Unstable to Hero by The Old Father!” If anyone responds, your first single-target Heal effect on that target is increased by +2. Father Knows Best Researching Knowledge skills costs one less hour of downtime (minimum 2), and Blessings of the Faithful may be used to ask one extra question of The Old Father. Blessing of Aureus Lucky Reflection Once per watch when you take a called attack, you can immediately call, "Imbue by [Lawgiver or Lady Luck], point at the target who dealt that damage and call, "By My Gesture, Waste X Vitality by Light." where X is the amount of damage you just took. Zone of Truth Once per watch you may ask a question and receive a truthful answer. Call “Imbue by ” before you ask your question and hand the target an Inflict card with: “You feel the power of the god Aureus flow all around you. The question that was just asked of you MUST have a truthful answer. This only applies to questions with a Yes or No answer. If you have the Hero Trait, call “No Effect” and hand the card back.” Blessing of Dagmar Coordinated Strike Once per watch, you can call, "By My Voice, Grant Melee Attack, T+2 Damage." Battle Omens Once per event you spend a 5 minute ritual to offer a token from a fallen enemy to Dagmar to gain insight into your next battle. (This allows you to gain information about possible strong enemies in your next encounter, or possible abilities!) DBAD Warning: Staff MUST be given suitable advance notice of your intent to use this skill. Blessing of Emrys Hair of the Dog Once per Day you can touch a target and call, "Refresh Daily Attack Skill by the Lord of Dreams." You must roleplay (and have props for) giving the target a full cup of liquid and they refresh the skill once the drink is completely finished. If you have recently engaged in combat, you must rest for 5 minutes before using this skill. Chill out and relax, man. Inspiration Once per watch, emulate a Knowledge skill one level higher than you currently own. Call “By this Item, Imbue to Self!” Blessing of Ghorn Two For One Sale! Once per event, you may choose 1 recipe you know. When crafting that recipe, you produce 2 items. This lasts for one watch. Reinforced Repair Once per Watch, any Item you use the Repair effect on gains “Resist Destroy” vs the next attack against it for the event. Attach an Imbue Card to the item with this effect removing it once expended. Blessing of Liriel Holy Healing You ignore the negative portion of any effect combines with Heal that targets you. Call “Reduce by ” when this effect is triggered. Example: You are the target of a “Heal 3 and Agony” effect. You call, “Reduce by Liriel and take only the Heal effect. Liriel’s Wrath Once per watch you may convert any touch-target spell with the Heal effect into an equivalent packet attack with the Waste Vitality effect with the “by Light” trait. Example: You cast Healing Light at Level 3, as a Tier 2 character. Normally, this would be a touch effect for “Heal 2 and Short Weakness by Light!” Instead, you make a packet attack for, “Waste 2 Vitality and Short Weakness by Light!” Blessings of Eldrea Magical Purge Once per event, you can call, "Imbue by Eldrea, the Great Mage" and remove all negative effects currently affecting you. This skill can be used to remove Stricken. Sages Lorebook You may ask an additional question from one info skill you have spent downtime on. Blessings of Rhaine Risen Once per event, when you reach 0 Vitality, call, “By My Voice, Heal T+3 to Hero by Rhaine, the Great Raven!” This Heal effect does NOT affect you. Second Sight Any Augury used by you or question asked of Rhaine automatically has clearer results as though additional costs were sacrificed. Blessings of Sarai Freedom Choose one effect from Root, Slow, or Slam-- you call, “No Effect by Item” vs this Effect. Hunter’s Boon You gain the Primal and Beast traits. If you do not already have it, you gain Kn:Nature (Novice). You can Spend 1 Stamina to call, “Resist” against any Claw, or natural attack. ONLY Stamina can be spent on this skill-- no points that substitute for Stamina apply.