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Overpowered Items

Amulet Of The Ascetic

Value: Overpowered

Description: This amulet renders its wearer immune to many of the weaknesses of life. They don’t need to eat or sleep, but can meditate for an hour to gain the effects of a full rest. They aren’t affected by toxins, pathogens or similar ailments. Likewise, they are immune to Features that would rely on biological reactions.


Arcane Locus

Value: Overpowered

Description: An item created for concentrating the power of Mages into a single champion to fight on their behalf, a creature can attune to this mystical orb as an action when touching the orb.

Any creature with the Magic Feature may make a Casting Check within 30 ft. of the orb to channel their power. If their Casting Check is over 12, the creature attuned to the orb has their functional Kick Ass and functional Bad Ass increased by one. The effect only applies for as long as the creature with Magic takes no other actions, but Casting Checks from multiple creatures stack upon each other.

For every 6 over 12 the Casting Check achieves, the increase to functional Kick Ass and functional Bad Ass is increased by 1.


Cloning Vat

Value: Overpowered

Description: This arcanely advanced apparatus allows a creature to split their existence in two, making a second body that is equally them to their original. By placing a genetic sample in the vat, the user starts the growth if a clone if themselves.

The clone reaches adulthood after a year, but can be removed early, resulting in an adolescent clone. Once the clone is removed, the vat creates a link between the original and the clone, allowing their soul to exist in both bodies.

Both are treated as different creatures controlled by the same mind, sharing the same Features and uses of limited use Features. They each have independent actions.

A single Cloning Vat can only maintain one soul link at a time, meaning only one creature can benefit from this item at a time. A creature must use multiple Cloning Vats to have multiple clones. If either body dies, wether the original or not, the creature remains alive in the remaining body as normal.


Genocide Cube

Value: Overpowered

Description: Created by a character that really didn’t like tall pointy eared humans, this small box appears to be a Rubik's cube as reimagined by M.C. Escher… on an acid trip.

The user of this item must first open it and place a drop of blood or similar biological matter within. Once this is done, they may rearrange the cube to select an arrangement of Features with a total FP cost if zero.

After this is completed, they may activate the cube and make a Genocide Check (1d12 + The Cube’s Dice + user’s Smart Ass). Any creature in reality that is considered the same species as the creature whose blood was placed in the cube must make a Survive Check (1d12 + Armor). What is considered the same species is at Game Master discretion.

If a creature’s Survival Check is lower than the user’s Genocide Check, the creature is killed. Any creature that is killed by the activation of the cube returns to life with all Features selected upon activation 1d6 minutes after death. The cube’s dice varies by cube, being set by the Game Master and correlating to the FP the cube is equivalent too.


Immortal’s Needle

Value: Overpowered

Description: The first creature to be pricked by the needle has its soul bound within, making it incapable of dying for as long as the needle remains intact.

This makes it immune to Kill Checks. Effects that would return Hit Points, including Features that do so without the creature needing to be conscious, still return Hit Points and will result in the creature regaining consciousness.

If the needle is destroyed, the creature looses this effect.


Plot Armor

Value: Overpowered

Description: This armor will bend the very reason of reality itself to help its wearer survive. The wearer of this item has their functional Bad Ass increased by 1, all factors depending on Bad Ass increasing accordingly. Once removed, the wearer looses this increase. This cannot increase a creature’s functional Bad Ass above 12.


Reality Anchor

Value: Overpowered

Description: This device was specifically designed to solidify reality around it, impeding interference from beyond. Any Warping Check made by a creature within 30 ft. of the device has its DC increased by 1.

In addition, any creature with the Unworldly Nature Feature within 3 ft. of the device takes 1 damage every turn. If the creature has the ability to warp reality, it may make a DC 9 Warping Cheek as an action to not take damage for a turn.

Note: The Game Master may want to include Reality Anchors of varying strengths, more powerful ones providing higher penalties and damage. Alternatively, the same effect may only be achieved from using multiple Reality Anchors on the same target.


Regeneration Font

Value: Overpowered

Description: A superior form of a Healing Font, this bottle fabricates a potion capable of complete healing. For every three hours corked, the bottle restores one use, to a maximum capacity of three uses.

As an action, a creature can drink one use and restore 3 + 1d6 Hit Points. In addition, the drinker is healed of all bodily ills, such as disease, scars, malformation or similar lasting problems of the flesh.


Sack Of Limitless Storage

Value: Overpowered

Description: This sack opens into a non-dimensional realm capable of storing any amount if random shit in a half real state. Any item that can be fit through the opening can be stored within. Likewise, a creature reaching inside gains an instinctual awareness of everything within and can draw out any item they wish. Living creatures cannot enter this item, it simply appearing to be a normal sack when anything self aware tries to enter.

If another Sack Of Limitless Storage is placed within this item, both items are destroyed and all their contents are randomly distributed between all neglected basements and/or attics across reality.


Soulbind Ring

Value: Overpowered

Description: When created, this ring is empty and has no special effects. As an action, the wearer of an empty Soulbind Ring can permanently tether their soul to the ring, something that cannot be undone without destroying the ring.

After the ring is bound, when the wearer is killed, they will return to life with one Hit Point after an hour, no matter what state their body was left in upon death. If the bound wearer was not wearing the ring upon death, the ring will reform them with a completely new and intact body after 1d12 full rests. The new body is formed near where the ring was left and will be wearing the ring and no other items.

The only way to kill the bound wearer permanently is by destroying the ring. The difficulty of destroying the ring is at Game Master discretion.


The Endless Book

Value: Overpowered

Description: A manifestation of the Endless Book, this ever changing tome guides its user in the actions required to warp reality itself. The user defines what they want to happen and how long it will take to make it happen. The Game Master determines the DC, which the player must beat with a Warping Check (1d12 + Smart Ass). The DC can be lowered by increasing the time required or reducing the power of the effect.

Via Warping Checks, the user can invite Children Of Perdition into reality, something that requires a Warping Check set by the Game Master based on the method used. Different manifestations of the Endless Book have Warping Checks made with them reduced by a number dependent on the manifestation. This number should be chosen individually for each manifestation.

Overpowered Items: Text

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